Keen Senses. The dragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Amphibious. The dragon can breathe air and water.
Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Telepathy. Using telepathy, the dragon can magically communicate words, ideas, images, sounds, emotions, and other sensory messages with any creature within 100 feet of it that can understand a language. It can also use it's telepathy to speak with animals.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Shapechanger. Twice per long rest: The dragon magically polymorphs into a creature that has a challenge rating no higher than its own, or back into its true form. It will automatically reverts to it's true form, if it drops to 0 hit points or dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In the new form, the dragon retains its alignment, telepathy, proficiencies, Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Bite or Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save and become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. On a successful save the target takes half as much damage on a successful one and doesn't suffer from the poisoned condition.
Heart Sight. The dragon touches a creature and magically knows the creature's current emotional state. If the target fails a DC 13 Charisma saving throw, the dragon also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Frightful Presence (1/day). One creature of the dragon's choice that is within 20 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Confusion Breath (Recharge 5–6). The dragon exhales a puff of confusion gas at one creature within 5 feet of it. The target must succeed on a DC 13 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1–2. The target takes no action, bonus action or reaction and uses all of its movement to move in a random direction.
3–4. The target doesn’t move, and the only thing it can do on its turn is make a DC 13 Wisdom saving throw, ending the effect on itself on a success.
5-6. The target uses its action to make a melee attack against the nearest creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. The dragon has the follow spells prepared:
• Cantrips (at will): gust, dancing lights, mage hand, minor illusion, prestidigitation
• 1st level (4 slots): faerie fire, color spray, illusory script, Tasha’s hideous laughter
• 2nd level (3 slots): mirror image, suggestion, pyrotechnics
• 3rd level (3 slots): tiny servant, hypnotic pattern, major image
• 4th level (3 slots): greater invisibility, hallucinatory terrain, polymorph (other)
• 5th level (3 slots): legend lore, mislead, seeming
• 6th level (2 slots): programmed illusion, Otto's irresistible dance
• 7th level (2 slots): creation, mirage arcane
• 8th level (1 slots): control weather
• 9th level (1 slots): time stop
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