Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 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 21 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 24 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 24 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.
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.
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.
Neet
Have a monk dragon born that can transform into this if he is blinded, fun, he is only level 2
the players of my campaign defeated this dragon in 6 rounds... i just hate my luck and love their brilliant thinking.
Have a lizardfolk monk who stumbled onto the lair of one after being outcast. The dragon is so obsessed with mortal civilization that it trained him to be it's avatar (way of the astral self) so that it can experience the civilized world through his senses as he travels and grows stronger
Cool! I have a monk Dragonborn toooooooooooooo
I neeeeed an actual mini for this guy haha. Has anyone used the Gargantuan White Dragon from Pathfinder?
what lvl were they?
My current character has one of these as a companion. Lets just say, when he goes into the arena, most enemies lose their will to fight.
that's just silly
Why would they kill a lawful good dragon?
My level 14 party of 4 took one of these down. Our DM had him polymorphing too, so in total we dealt over 600 points of damage. The secret is getting them to fight where you want them instead of taking the fight to it. Potions of Fire Giant Strength helped. A good healer is a must.
Evil campaign for one
Story reasons for another. Maybe the dragon was corrupted, or the party was being misled. Maybe it was some sort of political dispute where neither side was necessarily wrong, but they still went to war.
Lots of reasons.
Not gonna lie, this could prb beat tarrasque in a fight
I am Going to make a battle were the dragon was an evil tyrant of a city, but was corrupted by evil and you need to show it kindness to get rid of the evil.
Strength: 30
Stronk
Intelligence: 18
Smert
Constitution: 29
HEFTY
Charisma: 23
SUAVE
good breath weapon =]
I had a player who had in his backstory that his village was destroyed by a dragon then some stuff happened and he lost his memory. he later remembered some things, namely the dragon things, but what he didn't remember was that his dad survived (maybe cause he didn't see it). later i may have brought in a silver dragon in one of the towns the party visited who acted as the protector against this one red dragon and as a cool NPC when in human form for the party. Turns out that the silver dragon was actually his dad who believed everyone to have died and in his rage against the red dragon, willed himself to become a silver dragon and track it down to kill it. I may have had both the dragons die eventually without either realising what actually their relationship was then his soul come back later in a pocket dimension to defend him and spill the beans. It was actually a very emotional moment.
No matter the occasion, a lawful good dragon who likes humans is a good thing for a DM's story-line.
A while ago I saw some dragon's page and it said somewhere that it thinks human lives are interesting because they are shorter lived than most other races. Can't find anything like that again though.