

Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) psychic damage.Ĭlaw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Each creature in that area must make a DC 21 Constitution saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one.

The dragon emits a pulse of magical energy in an 80-foot sphere surrounding it. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Awesome Presence for the next 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become charmed by the dragon for 1 minute. Hit: 16 (2d8 + 7) bludgeoning damage.Īwesome Presence. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) psychic damage.Ĭlaw. It then makes three attacks: one with its bite and two with its claws.īite. Any equipment the dragon wears or carries is invisible with it. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). The dragon has advantage on saving throws against spells and other magical effects. If the dragon fails a saving throw, it can choose to succeed instead.

