Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Plasma Flame. Fire damage dealt by the dragon’s Plasma Breath and Plasma Spear actions ignores resistance to fire damage.
*Breath Control. Once the dragon uses its Plasma Breath or Plasma Spear actions, it can’t use either of these actions again until the used ability recharges.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 9 (2d8) fire damage.Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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.
Plasma Breath (Recharge 5–6). The dragon exhales crackling energy in a 60-foot cone, or a 120-foot line. Each creature in that area not covered by an object or structure made of adamantine must make a DC 22 Dexterity saving throw. On a failure, a creature takes 70 (20d6) fire damage, and half as much damage on a success. Afterwords, all creatures within 60 feet of the dragon that can see it must succeed on a DC 22 Constitution saving throw or be blinded for 1d4 rounds.
Plasma Spear (Recharge 5–6)*. Ranged Spell Attack: +14; to hit, reach 300/600 ft., one creature. Hit: 70 (20d6) fire damage and the target must succeed on a DC 22 Constitution saving throw or have its hit point maximum reduced by an amount equal to the fire damage taken until a greater restoration or similar magic is cast on the creature. If the attack roll scores a critical hit, one of the target’s limbs is severed, if it has any.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Command. The dragon bellows a command to one of its allies within 300 feet. The chosen creature can immediately take one action.
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