Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Divine Smite. Bahir can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Special Equipment. Bahir Wields his legendary Greatsword Harpe which deals 2d8 (included in attack) bonus radiant damage on hit. This weapon can also be used as a holy symbol for any good aligned god. A follower of Aegis can use Harpe at dire stakes to use "divine intervention" which succeeds automatically.
Bahir also wields Gabriëls Crest, Which is a Half-plate +3 armor that gives immunity to radiant and resistance to necrotic damage. The armor can be used once per day to cast Mass Heal.
Bahir is the owner of the Talisman of Pure Good, Which he is attuned to.
Spellcasting. Bahir is an 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks).
Cantrips (at will): guidance, resistance, sacred flame
1st level (4 slots): bless, shield of faith, guiding bolt, divine favor
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): mass healing word, motivational speech, sending
4th level (3 slots): Aura of Life, Banishment
5th level (3 slots): Circle of Power, dawn, greater restoration, holy weapon
6th level (2 slots): Heal, True Seeing
Multiattack. Bahir can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Or in Humanoid form it makes three attacks: two with his Greatsword and one with his tail.
Greatsword (Humanoid Form only). Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) Piercing Damage + 9 (2d8) Radiant Damage.
Bite (Dragon Form Only). Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw (Dragon Form Only). Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail(Humanoid or Dragon Form Only). Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Bahir's choice that is within 120 feet of Bahir and aware of it must succeed on a DC 23 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). Bahir uses one of the following breath weapons.
Puryfiying Breath. Bahir exhales an radiant blast in a 90-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 106 (30d6) radiant damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. Bahir exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 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. Bahir 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, Bahir 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.
Bahir 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. Bahir regains spent legendary actions at the start of its turn.
Detect. Bahir makes a Wisdom (Perception) check.
Tail Attack. Bahir makes a tail attack.
Move. Bahir moves up to half his movement.
Inspire (Costs 2 Actions). Bahir says words of the divine. Each allied creature within 120 feet of the dragon gains 2d10+20 Temporary Hitpoints.
Wing Attack (Costs 2 Actions). Bahir beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 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.
Lair and Lair Actions
Bastion
Bahir lives in the bastion, this is also concidered his lair. Eventhough he could use his liar powers. He has never used them, since there has not been a need for it yet.
Lair Actions
On initiative count 20 (losing initiative ties), Bahir takes a lair action to cause one of the following effects:
- Bahir creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- 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.
Regional Effects
The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates the following effect.
- Once per day, Bahir 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.
If the dragon dies, changed weather reverts to normal, as described in the spell.
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