legendary resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead
Innate Spellcasting. the dragons innate spellcasting is int. (spell save DC 18, +10 to hit with spell attacks) they can cast the following spells, requiring no material components
At will: shocking gasp, thunderclap, lighting lure, dancing light
4/day: thunderwave, Witch bolt, Thunderous smite, fog cloud
3/day: healing spirit,gust of wind, calm emotions
2/day: thunder step , tiny servant
1/day:storm sphere
Multiattack. The dragon can use its frightful presence. It then makes 3 attacks one with it bite and two with it claws
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. hit 9(2d8) piercing damage
claw. Melee Weapon Attack: +5 to hit, reach 5 ft, one target hit 7(2d6) slashing damage
Tail. Melee Weapon Attack :+5 to hit, reach 5 ft, one target hit 7(2d6) bludgeoning damage
Frightful Presence. Each creature of the dragon's choice that is with in 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 it 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
lighting breath(5-6) the dragon exhales lighting in a 40 ft cone . Each creature in it most make a dc 11 dexterity saving throw, taking 49 (11d8) lighting damage on a failed save or half as much on a successful one
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 regain 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 13 dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. the dragon can then fly up to half its speed.
Lair and Lair Actions
mountain caves
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects;
- the dragon call lighting down ever creature within 120 feet of the dragon must make a dc 15 dex. saving throw or take 5 (1d8) lighting damage
Regional Effects
The region containing a legendary dragons lair is warped by the dragon's magic, which creates one or more of the following effects:
- Golden Beryl are formed more comely in 1 mile of the dragons lair
- lighting strike one mile radius around the lair
If the dragon dies, these effects fade over the course of 4 days.
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