Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Lunar Presence (Lunar). The dragon turns invisible until the end of its next turn. The invisibility vanishes early if the dragon is exposed to bright light.
Multiattack. The dragon can use its Lunar or Solar Presence. It then makes three attacks; two with its claws and one with its bite.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage and 9 (2d8) psychic damage (lunar) or 9 (2d8) radiant damage (solar).
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit 17 (2d8 + 8) slashing damage.
Solar Presence (Solar). All creatures within 30 feet of the dragon that aren't behind total cover must make a DC 18 Constitution saving throw. On a failed save, a creature takes 9 (2d8) fire damage and 9 (2d8) radiant damage, or half that on a successful save
Eclipse Breath (Recharge 5-6). The dragon uses one of the following breath weapons.
Lunar Breath (Lunar). The dragon exhales mind-splitting energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Intelligence saving throw, taking 67 (15d8) psychic damage on a failed save, or half as much on a successful one. A creature automatically passes this saving throw if it is in bright light.
Solar Breath (Solar). The dragon exhales light in a 90-foot cone. All creatures in the area must make a DC 18 Dexterity saving throw, taking 67 (15d8) radiant damage on a failed save, and half that on a successful one. A creature automatically passes this saving throw if it is in darkness.
Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 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.
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.
Summon Drab Drab.
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