b'Dungeon Dragon, Adult \n'b'  Family:   Dragon - Dungeon  \n'b'  Huge   dragon ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  364 (27d12 + 189)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX:  10 (+0)  CON:  25 (+7)  INT:  16 (+3)  WIS:  17 (+3)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +5,  Constitution  +12,  Wisdom  +8,  Charisma  +10  Skills   Arcana  +8,  History  +8,  Insight  +8,  Investigation  +13,  Perception  +13,  Survival  +8  Senses   blindsight  60 ft.,  darkvision  120 ft., passive  Perception  23  Languages  all  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Special Equipment . The dragon is attuned to a  crystal ball , which is hidden somewhere within its labyrinthine lair. If a dungeon dragon loses its  crystal ball , it can create a new one over the course of 10 days. \n'b'  Innate Spellcasting . The dungeon dragon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b'   At will :  alarm ,  arcane lock ,  detect magic ,  detect thoughts ,  find traps ,  glyph of warding ,  identify ,  knock ,  scrying ,  stone shape ,  wall of stone  \n'b'  3/day each :  dispel magic ,  hallucinatory terrain ,  locate creature ,  locate object ,  project image  \n'b'\n'b'  Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \n'b'  Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'  Trap Master . The dungeon dragon has advantage on saving throws against the effects of traps. \n'b'  Actions \n'b'   Multiattack . The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +13 to hit, reach 15 ft., one target.  Hit : 19 (2d10 + 8) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 15 (2d6 + 8) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +13 to hit, reach 20 ft., one target.  Hit : 17 (2d8 + 8) bludgeoning damage. \n'b'  Frightful Presence . Each creature of the dragon\xe2\x80\x99s 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'  Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 60-foot cone that spreads around corners. Each creature in that area must succeed on a DC 20  Constitution  saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to  Dash  in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'  Legendary Actions \n'b' 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\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'   Detect . The dragon makes a  Wisdom  ( Perception ) check. \n'b'  Tail Attack . The dragon makes a tail  attack . \n'b'  Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21  Dexterity  saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked  prone . The dragon can then fly up to half its flying speed.'