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
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Spellcasting: The dragon is a 19th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +10 to hit with spell attacks). It has the following spells prepared:
- Cantrips: Acid Splash, Chill Touch, Minor Illusion, Ray of Frost
- 1st Level (4 slots): Shield, Tenser's Floating Disk, Thunderwave, Entangle
- 2nd Level (3 slots): Misty Step, Darkness, Hold Person
- 3rd Level (3 slots): Counterspell, Dispel Magic, Fireball
- 4th Level (3 slots): Dimension Door, Polymorph, Blight
- 5th Level (2 slots): Hold Monster, Wall of Force
- 6th Level (1 slot): Globe of Invulnerability
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Acid Breath (Recharge 5-6): The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 88 (16d8) acid damage on a failed save, or half as much damage on a successful one.
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Shadow Stealth: As a bonus action, the dragon can merge with shadows, becoming invisible while in dim light or darkness. It remains invisible until it attacks or moves into bright light.
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Shadow Step: The dragon can teleport up to 60 feet to an unoccupied space it can see that is dimly lit or in darkness as a bonus action.
Legendary Actions: 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 single tail attack. Hit: 21 (2d10 + 7) slashing damage.
- Shadow Cloak: The dragon becomes invisible for 1 round as described in its Shadow Stealth ability.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Lair Actions: On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Acid Surge: A 30-foot radius area around a point the dragon chooses erupts with acid. Each creature in that area must make a DC 22 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much damage on a successful one.
- Shadow Tentacles: Two shadowy tentacles erupt from the ground in a 15-foot radius around a point chosen by the dragon. Each creature in that area must succeed on a DC 22 Dexterity saving throw or be restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The tentacles last until the end of the dragon's next turn.
- Echoing Darkness: A 30-foot radius sphere of magical darkness appears in a place of the dragon's choosing. This darkness lasts for 1 minute.
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