Careful Step. The dragon ignores difficult terrain. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
Multiattack. The dragon can use its Awesome Presence. It then makes three attacks: one with its bite and two with its claws or the dragon then makes three attacks: one with its bite, one with its claw and one with its tail. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Awesome 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 19 Wisdom saving throw or become charmed by the dragon 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 Awesome Presence for the next 24 hours . Forceful Pulse (Recharge 5-6). The dragon emits a pulse of magical energy in an 80-foot sphere surrounding it. 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. Creatures that failed the saving throw are also pushed back 15 feet and are knocked prone.
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. Tail Attack. The dragon makes a tail attack. Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.