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.
Pulse Core Bomb (Once every 5 turns). The dragon veers back and launches three orbs (fire/ice/poison) up 50ft into the air. If the cores touch the ground they deal 72 (12d12) damage of their respective type in a 20ft radius. If caught, the player must return the charge to the correct pile of charged energy to neutralize its effects.
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
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) bludgeoning damage.
Hydric Blaze (Recharge 3-6). 120ft ranged attack +15 to hit, multi-target(up to 6). Hit 25 (5d10)
Terra-spike (Recharge 5-6). Range: Within Vision. The dragon summons spires of earth to burst forward under each opponent, each character must make a DC18 dex save or take 20 (4d10) bludgeoning damage, taking half damage on fail. Each spire has 20hp, while any spire is active the dragon cannot take any 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 15 feet of the dragon must succeed on a DC 23 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
Lair contains three piles of semi-stable pulse core types, fire/ice/poison. Together the pulse cores remain dormant, but when separated become unstable and can explode. These piles are sorted among the dragons riches into three discrete sections, roughly shaping a triangle. If players choose to catch the launched pulse cores, they must return them to their selected pile within 2 turns or take the full explosion damage.
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