Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, mind spike, dominate monster, modify memory
1/day/2, lair:: meteor swarm
Multiattack. The dragon makes three melee attacks: one Bite and two of (Bash, Slash, Amethyst Spike).
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (2d10+11) piercing damage plus 11 (2d10) force damage.
Slash (Claw). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 18 (2d6+11) slashing damage.
Bash (Tail). Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: 18 (2d6+11) bludgeoning damage. If the target is Huge or smaller, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Amethyst Spike (Floating Spire). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d8+11) piercing damage plus 9 (2d8) bludgeoning damage. One of several crystal spires that float and orbit the dragon's head, striking independently of its bite, claws, and tail.
Force Breath (Recharge 5-6). The dragon exhales force energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much on a successful one. On a failed save, the target is also pushed 20 feet away from the dragon, knocked prone, and has its speed reduced to 0 until the end of its next turn.
Amethyst Shot. In place of its Multiattack, the dragon can shatter a cluster of shards at a point it can see within 120 feet. Each creature within 15 feet of that point must make a DC 22 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much on a successful one.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Attack (Costs 1 Action). The dragon makes one Bash, Slash, or Amethyst Spike attack.
Detect (Costs 1 Action). The dragon makes a Wisdom (Perception) check.
Duplicate (Costs 2 Actions). The dragon creates an illusory duplicate of itself in an unoccupied space within 60 feet. Attackers targeting the dragon have a 50 percent chance of hitting the duplicate instead, unless they succeed on a DC 22 Intelligence (Investigation) check. The duplicate has 1 hit point and disappears if it takes damage or after 1 minute.
Teleport (Costs 2 Actions). The dragon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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