Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Night Flier. While in dim light or darkness, the dragon has advantage on Dexterity(Stealth) checks. It also suffers from no penalties to its movement while hidden.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 20). The dragon can cast the following spells innately, requiring no material components:
3/day each: gust of wind, heat metal, pyrotechnics
1/day: fire shield(warm shield only)
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) force damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning 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 20 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.
Breath Weapon (Recharge 5–6). The dragon chooses one of the following options for its breath weapon:
- The dragon exhales pure magical energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.
- The dragon emits a blinding flash in a 60 foot radius of itself. All creatures in the radius of the flash must succeed on a DC 22 Constitution saving throw, or become blinded for 1 hour. A creature may spend their reaction in an attempt to cover their eyes, giving themselves advantage on the Constitution saving throw.
- The dragon focuses its beath weapon in to massive blade of pure energy. The dragon can make up to four attacks with its energy blade. The damage from these attacks ignore resistance to force damage and if a creature is immune to force damage, they take half of the damage dealt.
Energy Blade. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 6) force 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 10 feet of the dragon must succeed on a DC 20 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.
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