b'Dungeon Dragon, Young \n'b'  Family:   Dragon - Dungeon  \n'b'  Large   dragon ,  neutral  \n'b'  Armor Class  16 (natural armor)  Hit Points  199 (19d10 + 95)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX:  10 (+0)  CON:  21 (+5)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +4,  Constitution  +9,  Wisdom  +7,  Charisma  +8  Skills   Arcana  +6,  Nature  +6,  Investigation  +10,  Perception  +11,  Survival  +7  Senses   blindsight  30 ft.,  darkvision  60 ft., passive  Perception  21  Languages  all  Challenge  9 (5,000 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 16, +8 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  \n'b'  3/day each :  dispel magic ,  hallucinatory terrain ,  locate creature ,  locate object ,  scrying ,  stone shape  \n'b'  1/day each :  wall of stone  \n'b'\n'b'  Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \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 makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 17 (2d10 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 13 (2d6 + 6) slashing damage. \n'b'  Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 30-foot cone that spreads around corners. Each creature in that area must succeed on a DC 17  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.'