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 four attacks: one bite, one tail, and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10ft, one target. Hit: 18 (2d10+8) piercing damage
Claw. Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit 14 (2d6+8) slashing damage
Tail. Melee Weapon Attack: +14 to hit, reach 15ft, one target. Hit 16 (2d8+8) 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Sonic Roar. The dragon lets out an ear piercing scream in 60ft radius centered on itself. Each creature in the targeted area must make a DC 20 Constitution saving throw, taking 38 (13d8) thunder damage on a failed save, or half as much on a successful one.
Kinetic Breath. The dragon releases a built up charge of friction in a 60ft line. Each creature in the targeted area must make a DC 20 Dexterity saving throw, taking 24 (6d8) force damage and 24 (6d8) lightning damage on a failed save and will take an additional 3 (1d6) lightning damage for every 10 feet, or half on a successful hit and do not take the additional damage.
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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Titanium dragons build their lairs near cities and other "urban" environments, but will take combat to the skies or anywhere unpopulated to reduce risk of innocent casualties'. Some also take refuge in abandoned cloud giant castles.
Lair Actions
On initiative count 20 (losing initiative ties), the Titanium dragon takes a lair action to cause one of the following effects; the Titanium dragon can’t use the same effect two rounds in a row:
- The dragon uses it's light weight and high dexterity to strike unexpectedly, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- Unleashing a dire roar, 1d4+1 tornado storms appear randomly on the map and a creature within 15 of it must make a DC 21 Strength saving throw or be pulled 10ft closer to the nearest tornado. The save must be made every round. If a target makes contact with the tornado, they will take 6 (2d6) cold damage and be launched into the air 30ft. The target must make a DC15 Dexterity saving throw or land prone, also taking 1d6 per every 10ft.
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