Amphibious: The
Dragon can breathe air and water.
Legendary Resistance (3/Day): If the
Dragon fails a saving throw, it can choose to succeed instead.
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.
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 21
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 Weapons (Recharge 5-6): The
Dragon uses one of the following breath
Weapons.
Fire Breath. The
Dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21
Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The
Dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21
Strength saving throw or have disadvantage on Strength-based
Attack rolls,
Strength checks, and
Strength Saving Throws 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.
Change Shape: The
Dragon magically polymorphs into a
Humanoid or beast 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.
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. Spent legendary
Actions are regained at the start of each 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 ft. of the
Dragon must succeed on a DC 22
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.