Huge Dragon, Any Alignment
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., Fly 80 ft., Burrow 40 ft., Swim 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +5, CON +12, WIS +6, CHA +6
Skills Perception +11, Stealth +5
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful 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 18 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 Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 60 (17d6) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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 (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The smallest, least intelligent, and most animalistic of all dragons, tarnished silver dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles if driven by hunger or greed, but can be contented and friendly if properly catered to.

A tarnished silver dragon's underbelly shimmers as if sculpted from pure metal, its white face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A tarnished silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until it reaches a pearlescent white. As a tarnished silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.

Lair and Lair Actions

A Tarnished Silver Dragon’s Lair

Tarnished silver dragons lair in icy caves and deep subterranean chambers, or among the clouds, making their lairs on secluded cold mountain peaks. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. Tarnished silver dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary tarnished silver dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the dragon’s presence. A tarnished silver dragon can often detect intruders by the way the keening wind in its lair changes tone.

A tarnished silver dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
  • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
  • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, these effects fade in 1d10 days.

Habitat: Arctic

Cormanthor

Comments

Posts Quoted:
Reply
Clear All Quotes