Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shielded Mind. The dragon is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:
Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
At will: command (as a 2nd-level spell), detect evil and good
3/day each: blade barrier, charm person (as a 5th-level spell), darkness, suggestion, counterspell
1/day: [Tooltip Not Found], globe of invulnerability
Sneak Attack. Once per turn, the dragon deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dragon that isn't incapacitated and the dragon doesn't have disadvantage on the attack roll. (Humanoid form only)
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.
Humanoid Form Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Mace and two with its dagger.
Gembound Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 5) slashing damage
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Blink Whistle. As a reaction, or a bonus action, the dragon can call four Blink Dogs to its location.
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.
Description
A silver dragon is a winged reptilian four-legged creature, well muscled, with a long tail that can make up to one third of their total length. When they first hatch from a large egg, silver dragons are known to be upwards of 8 feet long, and grow quickly.
Like all true dragons, silver dragons grow larger with age. The largest are known to be 148 feet long, not including their tail, which might be as much as 67 feet long. They stand up to around 22 feet tall from head to foot, with a great wingspan of around 150 feet.
A tall spined frill traces from the top of the dragon's head to its tail, aiding its ability to maintain attitude control in flight. Its face resembles shield-like plate, and its head bears a pair of straight, smooth horns. The dragon has frills around its ears and chin, somewhat resembling a human's goatee beard. It's spines and horns are darkest at the tip, and it has a pointed tongue. At least one ancient silver dragon is known to possess unusual rust-colored frills.
Its wings are especially wide and sleek, as if intended to protect smaller creatures beneath then. They are broadest along the trailing edge, and the wing membrane attaches at the tail behind the dragon's rear legs. From the ground, this gives them a similar silhouette to the red dragon, and only an expert can reliably tell the difference.
At birth, a silver dragon hatchling has bluish-grey scales with silver highlights that turn gradually brighter as the dragon approaches adulthood. The shiny scales of adult silver dragons are so small that from a distance, they almost appear to be made of solid metal. The pupils of a silver dragon's eyes fade with age, until the most ancient dragons' eyes resemble orbs of quicksilver.
Silver dragons smell faintly of rain.
Amaladi is at least twice the size of a fully grown red dragon, and has a large, glowing silver diamond imbedded in her chest, which shows in all her forms.
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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