Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has Advantage on saving throws against spells and cannot be magically put to Sleep.
Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 2d10+6 Piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+6 Slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 2d8+6 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 16 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.
Soulstealing Breath (Recharge 7). The dragon inhales a great breath, stealing the incarnum and mana and raw magical power from those around it. Each creature in a 60-ft. cone must roll a DC 15 saving throw of their spellcasting ability. On a failure, they expend 1 spell slot of their highest available level and the dragon gains an Incarnum counter. Sorcerers can choose to expend a sorcery point instead. A spellcaster Monk can choose to expend a ki point instead. Non-spellcasters roll a DC 5 flat luck check. On a failure, the dragon gains an Incarnum counter. If a non-spellcaster Monk fails the save, it loses a ki point. The recharge threshold for this attack is reduced by 1 for each Incarnum counter on the dragon, and it reduces by 1 each time it fails to recharge. (The threshold starts at 7 but the roll is still made with 1d6).
Incarnum Breath (Recharge 8). The dragon exhales a blast of raw incarnum and mana in a 60-ft. cone. Creatures in the area must make a DC 16 Constitution saving throw or take 12d8 Force damage, 12d8 Radiant damage, or 12d8 Necrotic damage (dragon chooses). A creature takes half-damage on a successful save. A creature that takes full damage can attempt a DC 20 check of its highest ability score. On a success, it regains one spell slot of its choice, one sorcery point, or one ki point. The recharge threshold for this attack is reduced by 1 for each Incarnum counter on the dragon. (The threshold starts at 8 but the roll is still made with 1d6).
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 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 19 Dexterity saving throw or take 2d6+6 Bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.
Description
The dragon has a smooth hide and gossamer wings that give an opalescent glow to the light shining through them. Two horns arc gracefully back over its neck, paralleled by two rounded ridges that extend down its back. Between them rises a nearly translucent frill that tapers down to the tip of the creature’s tail. The dragon has blue-gray scales touched with indigo, and a fermented odor surrounds its body.
Incarnum dragons are opinionated and fervent in their beliefs. Each typically adopts a cause as its own and champions it tirelessly until it can claim victory. The causes these dragons choose are as varied as their alignments, but they are always extreme in some way.
An incarnum wyrmling is deep indigo in color, with thin but opaque wings. As it ages, its scales fade to a dark shade of gray-blue. By adulthood, its wings become translucent, and by old age they are almost invisible—little more than sheer membranes stretched across the creatures’ now-visible arm bones.
The scales of good-aligned incarnum dragons have a steel-gray, metallic sheen, while those of evil specimens sparkle with blue-gray highlights. Chaotic incarnum dragons tend more toward indigo and have more random shading patterns than their lawful brethren do. To the untrained eye, however, incarnum dragons of different alignments appear nearly identical, since the color variations are too subtle for the casual viewer.
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