Deafening Silence. The dragon can silence it's movements and all the sounds in a area of 300ft.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 18 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.
Sonic Roar. The dragon releases a deafening roar in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking a 58 (13d8) sonic damage on a failed save, or half as much damage on a successful one. Any creature that isn't in the attack area will suffer from deafness for three turns, or must roll a Charisma (Intimidation) check.
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.
Mediator. The dragon will roll a Charisma (Persuasion) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Osmium Dragons are a species of metallic dragon that are as friendly and kind as they are beautiful and majestic. These dragons are a little meek, but enjoy the company of almost any kind of creature, their own dragon species, even other kinds of dragons. Because of their shyness they tend to stay hidden, thus making them one of the rarest of dragons, but when encountered they are very friendly.
An adult Osmium dragon has scales that are a blue dusted silver, and in the right lighting or to someone who had never seen one would make it seem as a Silver dragon instead. However the differences between the two species upon a better glance sets them apart tremendously. Osmium dragons have swan like necks, no frills of any sort on their slender body, there are horns on their wings instead of flanges, and their horns are a little smaller than a normal dragons along with looking similar to the antlers of a deer.
Osmium dragons are masters of sound, being capable of silencing their footsteps, vocal mimicry, and amplification of various sounds. A Osmium dragon will often mimic the chirps of songbirds to express happiness, or a phrase they have overheard sometime in their life from a humanoid creature to communicate to humanoids. This matches their desired treasures for their lair, for Osmium dragons love music. They will adorn their lairs with various musical instruments, song pages or books, and if they have any servants they will mostly be bards.
They get along well with Silver, Gold, and Bronze dragons. However, they tend to avoid Red, White, and Green dragons, but they also fear Black dragons. Osmium dragons will often attempt to be the mediator between clashing dragons or humanoids, hoping for a peaceful outcome. This does work fairly often, but with other dragons this can on minor occasion end badly. For example, Osmium dragons can sometimes wind up getting injured by a infuriated Red dragon that was in a quarrel with a Silver dragon over a desirable mountain territory. Osmium dragons get along well with Gold, Bronze, and Silver dragons because they agree upon peaceful, happy, lawful existences for all beings, thus the three other species do not mind the company of a Osmium dragon. They however don't like Red, White, and Green dragons because they are sometimes neglectful, or just plain cruel to those they would consider as friends, and each other. Osmium dragons fear Black dragons due to the ferocity, and cruel natures of said species. In the presence of a Black dragon, Osmium dragons will usually flee. If one of their allies are threatened by any kind of dragon or creature, they will fight to the death to protect them.
Lair and Lair Actions
A Osmium Dragon’s Lair
Osmium dragons take comfort in mountain peaks, forests, or even in temples in populated or abandoned villages and cities. But anywhere they can be close to friends, or listen to music is a comfy place Osmium dragons love to call home.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon either deafens or amplifies various sounds in the area closest to the dragon. If sounds are deafened Bardic Inspiration, and all communication between creatures is rendered ineffective for two turns. When amplified, each creature within 50 feet of the dragon must succeed a DC 15 Constitution saving throw or take 5 (1d10) sonic damage. Depending upon the surroundings various parts of the environment may be disturbed (Stalactites, roofs, glass, etc) and might cause various damages to creatures in the way.
Regional Effects
The region containing a legendary osmium dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- The weather in a 7-mile radius around a dragons lair is usually clear and sunny, but rain or snow depending upon location isn't uncommon.
- The sound of many musical instruments or song birds always echos throughout the area around its lair for 1 mile. This can make communication between creatures difficult depending on how close they are to the dragons lair.
If the dragon dies, all musical sounds in the area caused by magic fade within 3 minutes, and only sounds common to the region are sometimes heard.
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