Chromatic Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, its current hit point total instead resets to 492 (80% of it's maximum hit points) hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the aspect , can now use the options in the "Mythic Actions" section for 1 hour. Unusual Nature. The Aspect of Tiamat doesn't require food or drink. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The aspect can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claws, and one tail attack Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (2d12 + 10) piercing damage plus (3d12) force damage. If the attack hits a creature, the target must make a DC 27 (8 + Prof + Cha) Wisdom saving throw or become frightened of the aspect until the end of its next turn. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 29 (10+Athletics)) and is restrained until this grapple ends. The aspect can only have one creature grappled this way at a time. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: (2d12 + 10) bludgeoning damage. If the target is a creature, it must make a DC 27 (8 +Prof + Str) Strength saving throw or be knocked prone Breath Weapon (Recharge 5-6). The aspect uses one of the following breathe weapons. Chromatic Flames. The aspect exhales multicoloured flames in a 300-foot cone. Each creature in that area must make a DC 27 (8 + Prof + Str) Dexterity saving throw, taking 104 (16d12) damage of a type of the aspect's choosing; acid, cold, fire, lighting, or poison (This choice is made for each creature effected individually), on a failed save, or half as much damage on a successful one. Bolstering Flames. The aspect exhales black flames in a 300-foot cone. each creature of the aspects choice gains 52 (8d12) temporary hits points, and each creature of the aspect's choice gains advantage on it's attack roll, saving throw or ability check before the end of it's next turn.
The aspect 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 aspect regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Attack. The dragon makes a claw or tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 ft. of the dragon must succeed on a DC 27 (8 + Prof + Str) Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.