Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) 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 16 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.
Sodium Breath (Recharge 5–6). The dragon exhales pure liwuid sodium in a 60-foot line that is 5 feet wide. Each unoccupied space in the line that contains any amount of exposed water causes an explosion which deals 33 (6d10) fire damage to all creatures and objects with-
in 15 feet, or half as much on a successful DC 18 Dexterity saving throw. Each creature in that line must succeed on a DC 18 Dexterity saving throw or be coated in foul smelling sodium slime. At the start of the dragon’s next turn the sodium ignites and all creatures covered in sodium take 66 (12d10) fire damage. If a creature covered in sodium comes into contact with water before the sodium ignites, the sodium coating the creature explodes causing all creatures and objects within 15 feet of the victim to take 66 (12d10) fire damage, or half as much on a DC 18 Dexterity saving throw. The primary victim automatically fails this save. A creature can use an action to douse themselves or an adjacent ally in oil to prevent the sodium slime from exploding for 1d4 hours, however, this will not prevent detonation due to exposure to water or future sodium breath attacksfrom exploding.
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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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