Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shockwave. At the start of each of the dragon's turn, each creature within 240 feet of the dragon must succeed in a DC 16 Constitution Saving throw, taking 14 (2d10+3) thunder damage and 10 (2d6+3) bludgeoning damage on a failed save, or half as much damage on a successful one. The bludgeoning damage counts as damage from a magical attack.
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: 22 (2d10 + 11) piercing damage plus 7 (2d6) fire damage and 7 (2d6) cold damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d8 + 11) 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.
Vibration Breath (Recharge 5–6). The dragon exhales energy in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 77 (22d6) thunder damage and 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The bludgeoning damage counts as damage from a magical attack.
Anti-Pressure. If the dragon takes more than 30 damage in one turn, it uses its shockwave again. This cannot be used again until after the end of its next turn.
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 18 (2d6 + 11) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The powerful Silicon Dragon releases deadly rays of vibration with its otherworldly breath, sending shockwaves that cut through matter. Silicon Dragons prefer to stay active, so they rarely stay in one place for more than a few days.
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