Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Draconic Resilience. The Silver Dragon gains an additional hit point for every hit die it has over its usual constitution modifier.
Elemental Affinity. The Silver Dragon adds its charisma modifier to one roll of spells it casts that deals cold damage.
Spellcasting. The Silver Dragon is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can cast these spells with no material component. The Silver Dragon has the following sorcerer spells prepared:
Cantrips (at will): ray of frost, frostbite, shape water, prestidigitation, message, mage hand
1st level (4 slots): chromatic orb, shield, detect magic
2nd level (3 slots): enhance ability, detect thoughts
3rd level (3 slots): protection from energy, counterspell
4th level (3 slots): polymorph, ice storm
5th level (3 slots): cone of cold, teleportation circle
6th level (2 slots): globe of invulnerability
7th level (2 slots): plane shift
8th level (1 slots): dominate monster
9th level (1 slots): time stop
Metamagic. The Silver Dragon can twist its spells to suit its needs. It has the following Metamagic options available, and has 20 sorcerery points.
Quickened Spell. When the Silver Dragon casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Careful Spell. When the Silver Dragon casts a spell that forces other creatures to make a saving throw, it can protect some of those creatures from the spell’s full force. To do so, it spends 1 sorcery point and chooses a number of those creatures up to its Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Twinned. When the Silver Dragon casts a spell that targets only one creature and doesn’t have a range of self, it can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Heightened Spell. When the Silver Dragon cast a spell that forces a creature to make a saving throw to resist its effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Sorcerous Restoration. The Silver Dragon regains 4 expended sorcery points whenever he finishes a short rest.
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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 22 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 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 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.
Draconic Presence. The Silver Dragon can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (its choice) to a distance of 60 feet. For 1 minute or until it loses its concentration (as if it were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if it chose awe) or frightened (if it chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to the Silver Dragon's aura for 24 hours.
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 15 feet of the dragon must succeed on a DC 25 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
A Silver Dragon’s Lair
Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon 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 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.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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