Boreal Aura. Bright, multicolored lights swirl around the dragon, shedding bright light in a 120-foot radius and dim light for an additional 120 feet. Nonmagical darkness, as well as darkness created by spells of 8th level or lower, can't dim this area.
Hold Breath. The dragon can hold its breath for up to 24 hours.
Ice Glide. The dragon can burrow through nonmagical, unworked ice. While doing so, the dragon doesn't disturb the material it moves through.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit). The dragon can innately cast the following spells, requiring no material components:
At will: chromatic orb (as a 5th-level spell), color spray (as a 5th-level spell), dancing lights, faerie fire
3/day each: invisibility, jiban's platinum shield, wall of light
1/day each: astral projection, prismatic wall
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 other magical effects.
Multiattack. The dragon makes two attacks: one with its constrict and one with its ram.
Constrict. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained.
Ram. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Prismatic Breath (Recharge 5–6). The dragon exhales a burst of brilliant multicolored light in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failure, the target takes 45 (10d8) damage, or half as much on a successful one. For each affected creature, roll a d6 to determine the type of damage dealt: (1) acid; (2) cold; (3) fire; (4) lightning; (5) poison; or (6) radiant.
Change Shape. The dragon magically polymorphs into an elemental or fey that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Multiattack. The dragon makes two attacks: one with its constrict and one with its ram.
Constrict. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained.
Ram. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Prismatic Breath (Recharge 5–6). The dragon exhales a burst of brilliant multicolored light in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failure, the target takes 45 (10d8) damage, or half as much on a successful one. For each affected creature, roll a d6 to determine the type of damage dealt: (1) acid; (2) cold; (3) fire; (4) lightning; (5) poison; or (6) radiant.
Change Shape. The dragon magically polymorphs into an elemental or fey that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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