Blind Skeletal Dragon. Sends skeletons to make noise near spellcasters, and attacks where the sounds are made.
Amphibious. Can breath air or and water.
Magic Resistance. Has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day): If the dragon fails a save, can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws, or, one with each bite, claw, and tail, tail cannot target the same as the other attacks. Has disadvantage on attacks if someone has rung a bell since his last turn.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d10+8 piercing damage plus 2d8 acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 2d6+8 slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 2d8+8 bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft must make a DC 19 Wis save or become frightened for 1 minute. It may repeat the save at the end of every turn, and if it succeeds it is immune to the effect for 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-ft line that is 10 feet wide. Each creature in that line must make a DC 22 Dex save, taking 15d8 acid damage on a failed save, or half as much on a success.
3 Legendary Actions per turn:
Detect The dragon makes a perception check
Tail attack. The dragon makes a tail attack.
Wing Attack (costs two actions). Each creature within 15 feet must succeed on a DC 23 Dex save or take 2d6+8 budgeoning dmg and be knocked prone. The dragon can then fly up to half its flying speed.