20 (natural armor)
280 (17d20 + 102)
walk 40 ft., fly 80 ft., swim 40 ft.
Dex +7, Con +12, Wis +10, Cha +11
Intimidation +17, Perception +16, Stealth +7
cold, necrotic
frightened, prone
blindsight 60 ft., darkvision 120 ft.
Common, Draconic, Telepathy 120 ft.
20
+6
The dragon can breathe both air and water.
The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon makes one Bite attack and two Claw attacks.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19): • 1/Day each: antilife shell, bane, control water, create or destroy water
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
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.
The dragon makes one claw attack.
The dragon uses Psychic Step or Spellcasting.
The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.