19 (natural armor)
212 (17d12+102)
walk 40 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +11, Wis +7, Cha +9
Insight +7, Perception +12, Stealth +5
lightning
blindsight 60 ft., darkvision 120 ft.
Common, Draconic
15
Felgolos can breathe air and water.
If Felgolos fails a saving throw, it can choose to succeed instead.
Felgolos can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Each creature of Felgolos's choice that is within 120 feet of Felgolos and aware of it must succeed on a DC 17 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 Felgolos's Frightful Presence for the next 24 hours.
Felgolos uses one of the following breath weapons. • Lightning Breath. Felgolos exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Felgolos 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 (Felgolos's choice). In a new form, Felgolos 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.
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.
Felgolos makes a Wisdom (Perception) check.
Felgolos makes a tail attack.
Felgolos beats its wings. Each creature within 10 feet of Felgolos must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Felgolos can then fly up to half its flying speed.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
The region containing a legendary bronze dragon's lair is warped by the dragon's magic. • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. • Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues. • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.