Arcane Dragon

Huge dragon, chaotic evil

Armor Class

16 (natural armor)

Hit Points

10 (4d4)

Speed

10 ft., fly 40 ft.

Saves

Dex +12, Int +10, Wis +8, Cha +11

Skills

Arcana +10, History +10, Perception +8, Stealth +12

Damage Immunities

poison, psychic

Condition Immunities

blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Languages

Common, Draconic

Challenge

20

Innate Spellcasting

The dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components • 3/Day each: confusion, counterspell, detect thoughts, dispel magic • 1/Day each: dominate person, hypnotic pattern

Legendary Resistance (3/Day)

The dragon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The dragon makes three attacks, one of which can be a bite.

Bite

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 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 18 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 Weapon (Recharge 5-6)

The dragon exhales yellow sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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.

Legendary actions

Legendary Actions

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.

Detect

The dragon makes a Wisdom (Perception) check.

Claw Attack

The dragon makes one claw attack.

Tail Attack (Costs 2 Actions)

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage.