Legendary Resistance (3/Day). If Aryzvaerontoryss fails a saving throw, he can choose to succeed instead.
Spellcasting. Aryzvaerontoryss is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Aryzvaerontoryss can cast detect magic and detect thoughts at will and has the following wizard spells prepared:
Cantrips (at will): friends, gust, mage hand, message, prestidigitation
1st level (4 slots): charm person, identify, shield, sleep
2nd level (3 slots): hold person, locate object, suggestion
3rd level (3 slots): clairvoyance, counterspell, enemies abound
4th level (3 slots): arcane eye, banishment, confusion
5th level (3 slots): contact other plane, hold monster, scrying
6th level (1 slot): true seeing
7th level (1 slot): whirlwind
8th level (1 slot): antimagic field
9th level (1 slot): foresight
Multiattack. Aryzvaerontoryss can use his Frightful Presence. He then makes three attacks: one with his bite and two with his 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 Aryzvaerontoryss's choice that is within 120 feet of Aryzvaerontoryss and aware of him 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 Aryzvaerontoryss's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. Aryzvaerontoryss 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. Aryzvaerontoryss 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. Aryzvaerontoryss magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Aryzvaerontoryss's choice).
In a new form, Aryzvaerontoryss retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Aryzvaerontoryss 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. Aryzvaerontoryss regains spent legendary actions at the start of his turn.
Cantrip. Aryzvaerontoryss casts a cantrip.
Detect. Aryzvaerontoryss makes a Wisdom (Perception) check.
Tail Attack. Aryzvaerontoryss makes a tail attack.
Wing Attack (Costs 2 Actions). Aryzvaerontoryss beats his wings. Each creature within 15 feet of Aryzvaerontoryss must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Aryzvaerontoryss can then fly up to half his flying speed.
Description
Aryzvaerontoryss (nicknamed Silver-Eyes), Ancient Silver Dragon
Appearance: Has milky eyes, and is adorned with magical tattoos aligned with divination magic
Mannerism: Speaks an archaic form of Common (equivalent to Shakespearean English) and doesn't understand contemporary slang and idioms
Personality Trait: "It is my duty as a member of an elder species to protect and guide other peoples"
Ideal: Leadership. "These younger species will do great things--but need some subtle support."
Bond: Has developed dragonsight, and fondly communes with its counterparts on other worlds
Flaw: Another dragon has sworn to find and destroy him
Goal: To amass great knowledge from otherworldly counterparts, and develop a great deal of divining prowess, to ascend as an emissary of wisdom for Bahamut upon death
Lair and Lair Actions
Aryzvaerontoryss’s Lair
Aryzvaerontoryss dwells atop one of the Star Mounts within the High Forest. His primary abode is an ancient tower built by a long-dead wizard, where Aryzvaerontoryss can gaze at the stars from an observatory. Connected to the tower's cellar is a tunnel, which leads to a sprawling network of tunnels within the mountain. In addition, a cloud that constantly circles above the tower is, in reality, a small room constructed of solidified clouds. Aryzvaerontoryss comes here to meditate, and at times, commune with Bahamut or his emissaries.
Lair Actions
On initiative count 20 (losing initiative ties), Aryzvaerontoryss takes a lair action to cause one of the following effects:
- Aryzvaerontoryss creates fog as if he 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 Aryzvaerontoryss. Each creature within 120 feet of Aryzvaerontoryss 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 Aryzvaerontoryss's lair is warped by Aryzvaerontoryss’s magic, which creates one or more of the following effects.
- Once per day, Aryzvaerontoryss can alter the weather in a 6-mile radius centered on his lair. Aryzvaerontoryss 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 Aryzvaerontoryss’s or his allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Given days or longer to work, Aryzvaerontoryss can make clouds and fog within his lair as solid as stone, forming structures and other objects as he wishes.
If Aryzvaerontoryss dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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