Huge Swarm of Gargantuan dragons, Neutral Evil
Armor Class 21
Hit Points 420 (24d20 + 160)
Speed 80 ft., Walk 40 ft.
STR
28 (+9)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +14, DEX +8, CON +12, INT +9
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Petrified, Stunned
Senses Passive Perception 20
Languages Common, Draconic, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Reality Displacement. The Glitch Dragon can survive the pressures of space and can live without any sustenance or air.

Shapechanger. The Glitch Dragon can use its action to polymorph into a creature-humanoid hybrid or back into its true form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Astral Movement. The Glitch Dragon can move through difficult terrain and all surfaces/material as if it was not there.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Mad Multiattack. Roll 1d6 at the beginning of each of the Wild Mange's turns to determine how many attacks it can make each round. Using this pool of actions the Wild Mange can attack in the following ways:

GlItch Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage & an additional 10 (2d8+3) Psychic damage

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Force Breath (Recharge 5–6). The dragon exhales light in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) psychic damage on a failed save, or half as much damage on a successful one. They must make an additional DC 10 Intelligence Saving Throw to prevent them from losing the connection from 

Legendary Actions

The dragon can take 1d10 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.

Blink. The dragon teleports to an unoccupied space within 120 ft. in each direction and makes a Glitch Claw attack.

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.

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