b'Spellwarped Dragon, Young \n'b'  Family:   Dragons  \n'b'  Large   dragon ,  chaotic neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  142 (15d10 + 60)  Speed  40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  19 (+4)  INT:  15 (+2)  WIS:  12 (+1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4,  Con  +7,  Wis  +4,  Cha  +7  Skills   Arcana  +5,  Perception  +7,  Stealth  +4  Damage Resistances  damage from spells  Senses  blindsight 30 ft.,  darkvision  120 ft., passive  Perception  17  Languages  Common, Draconic  Challenge  8 (3,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Arcane Arrogance . When the dragon fails a saving throw against an enchantment or transmutation spell, or another spell or magical effect that would alter its form or subvert its will, it takes 9 (2d8) psychic damage and can\xe2\x80\x99t take  reactions  until the start of its next turn. \n'b'  Spellwarped Being . Whenever the dragon or another creature within 30 feet of it casts a spell of 1st level or higher, it must roll a d10. If the result is equal to or lower than the spell\xe2\x80\x99s level, the caster also produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The dragon makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) piercing damage plus 4 (1d8) force damage. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) slashing damage. \n'b'  Spellcasting . The dragon casts one of the following spells, requiring no material components and using  Charisma  as the spellcasting ability (save DC 15):\n'b'\n'b'\n'b'  At will :  magic missile  (as a 3rd-level spell),  mirror image  \n'b'  1/day each :  fireball ,  hold person ,  polymorph  \n'b'\n'b'  Warping Breath (5 6) . The dragon exhales raw magic in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15  Constitution  saving throw. On a failed save, the creature takes 33 (6d10) force damage and suffers a random magical effect that lasts until the end of the dragon\xe2\x80\x99s next turn (roll a d4):\n'b'\n'b'\n'b' The target has disadvantage on saving throws against spells and other magical effects, and gains  vulnerability  to damage from spells. \n'b' The target is turned to stone and subjected to the  petrified  condition. \n'b' The target\xe2\x80\x99s speed is halved and it has disadvantage on  attack  rolls, ability checks, and saving throws that use  Strength  or  Dexterity . \n'b' The target can\xe2\x80\x99t speak, can\xe2\x80\x99t take  reactions , and has disadvantage on saving throws it makes to maintain its concentration. On a successful save, a creature takes half as much damage and suffers no additional effect. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Tail .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 7 (1d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15  Strength  saving throw or be knocked  prone . \n'b'  Unravel . The dragon attempts to unravel the weave of magic around a creature it can see within 60 feet of it. The target must make a DC 15  Charisma  saving throw. On a failed save, the target takes 13 (3d8) psychic damage and all spells and other magical effects on it end. In addition, it can\xe2\x80\x99t cast spells and the magical properties of each non-artifact magic item it is carrying are suppressed until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Warp Spell (2/Day) . When a creature the dragon can see within 60 feet of it casts a spell, the dragon forces the creature to make a spellcasting ability check (DC 10 + the spell\xe2\x80\x99s level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' Lair \n'b' Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. \n'b' On  initiative  count 20 (losing  initiative  ties), the dragon can take one of the following lair actions; the dragon can\xe2\x80\x99t take the same lair action two rounds in a row: \n'b'\n'b'  Force Tendrils . Up to three creatures the dragon can see within 60 feet of it must make a DC 15  Strength  saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is  restrained  until  initiative  20 count on the next round. \n'b'  Spellfire . Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15  Dexterity  saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15  Constitution  saving throw or gain a spellmark. \n'b'  Wild Magic . The weave becomes unraveled until  initiative  20 count on the next round. Until then, any spell cast within the dragon\xe2\x80\x99s lair produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons which come in many shapes and forms are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. \n'b' No two spellwarped dragons are alike one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. \n'b' Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast.'