Dumpster Fire
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. Fire Aura. At the start of each of the dragon's turns, each creature within 10 feet of it takes 18 (3d6+8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack within 5 feet of it takes 18 (3d6+8) fire damage. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Dominating 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 and 14 (4d6) fire damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 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. Dominating 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 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 charming aspect of the dragon's Dominating Presence for the next 24 hours. A Creature that has resisted the charming effects of the Dominating Presence must make 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 Dominating Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. 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. Teleport. The dragon magically teleports, along with any equipment or creature it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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.