Ancient Bronze Dragon

From Monster Manual, page 107.

**Hit Points:** 444 (24d20 + 192)
 **STR**
29 (+9)
10 (0)
27 (+8)
18 (+4)
17 (+3)
 **Saving Throws:** Dex +7, Con +15, Wis +10, Cha +12
**Skills:** Insight +10, Perception +17, Stealth +7
**Damage Immunities:** lightning
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 27
**Languages:** Common, Draconic
 ***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:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10 + 9) piercing damage.
***Claw.** Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6 + 9) slashing damage.
***Tail.** Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8 + 9) 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 20 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:
* **Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
* **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

***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).
 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.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
 On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
* The dragon creates fog as though it had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
 The region surrounding a legendary bronze dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
* 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.