Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent image
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage plus 3 (1d6) psychic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:8 (1d6 + 5) slashing damage.
Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.