amphibious: the dragon can breathe air and water
Legendary resistance (3/ Day): if the dragon fails a saving throw, it can choose to succeed instead.
Magic resistance: the dragon has advantage to all saving throws from spells and other magical effects.
Reflective Scales: if the dragon would take radiant damage, it would instead gain health equal to the damage it would take, and it can unleash a flash of light in a 20 ft radius around itself, every other creature in the area must make a DC 10 saving throw or be blinded for a round.
crystal movement. the dragon can move freely through crystals, using its swimming speed
Multiattack. The dragon can use Summon Crystals. It then can makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) radiant damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning, or slashing 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 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.
Radiant breath (recharge 4). the dragon exhales a radiant light, in a 30-foot cone that is 30 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 15 (3d8) radiant damage on a failed save and be blinded for the round, or half as much damage, rounded up, on a successful one.
Summon crystals. the dragon summons crystals in one of three attacks.
- Crystal rain (recharge 1): the dragon flings crystals from its tail at a creature within 120ft. the creature must succeed a DC 15 Dexterity saving throw or take 13 (3d6) piercing damage, and embedding the crystals into the target, the crystals can be removed with a DC 14 strength saving throw on the creatures turn as an action. if embedded crystals are shattered, any creatures within 5ft of the shattered crystals, must make a DC 17 Dexterity saving throw or take 17 (2d12) piercing damage, unless the crystals are imbedded into a target, in which case they automatically fail.
- Crystal prison (recharge 2): the dragon summons crystals to encase a creature it can see within 50ft, the creature must succeed a DC 15 Dexterity Saving throw or be restrained. the creature can attempt to break out of the crystal prison by succeeding a DC 17 Strength saving throw on the start of their turn, if a Crystal prison is shattered, any creatures within 5ft, must make a DC 15 Dexterity saving throw or take 30 (4d12) piercing damage, unless a creature is encased within the crystal prison, in which case they automatically fail.
- crystal shatter: the dragon shatters any crystals of its choosing that it can see.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Turn Invisible (Costs 3 Actions). the dragon can turn invisible for a round, if the dragon takes damage, it will stop being invisible.
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