Large Dragon, Lawful Good
Armor Class 14 (natural armor)
Hit Points 50 (3d10 + 30)
Speed 40 ft., Fly 80 ft.
STR
19 (+4)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws DEX +2, CON +6, WIS +2, CHA +6
Skills Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic Sentient, Orokin
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Sentient Being. This dragon does both cold and sentient damage. Sentient damage can't be negated or amplified by any modifiers, except Tau resistance.

Everfrost. This dragon gains a frost shield after its health drops below half hp. After this shield becomes active, the dragon takes 4 (2d4) less damage.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

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

Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (1d10+3) cold damage on a failed save, or half as much damage on a successful one.

Crensendum. The dragon charges up with Sentient energy for one turn. During this time, the dragon cannot be damaged or affected in any way. On the next turn, it lets loose its energy in a 1000 ft line in front of it. All creatures hit must make a DC 15 Constitution or take 12 Sentient damage on a successful throw, or become unconscious on a failed.

Lair and Lair Actions

Cresendum's Lair

Cresendum, the youngest of the 7, claims his nest on Everfrost Moutain. He watches over the lonely town of Drak'thr in his free time, awaiting his master's orders. Cresendum gains mutiple advantages in Everfrost Mountain

Lair Actions

When the party enter his lair and it is his first turn, the following happens

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until the battle ends.
  • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 12 Constitution saving throw or take 1 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 sentient 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.
  • Every day, roll a d4. If it is a 4, the dragon summons a scout team of Battalysts to the party.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: MountainUrban

Slade471

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