Legendary Resistance (3/Day). If Cadmus fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Cadmus' spellcasting ability is Intelligence (spell save DC 24). He can innately cast the following spells, requiring no material components:
At-Will: detect magic, identify, fog cloud, zone of truth
3/day, each: calm emotions, hold person, beacon of hope, polymorph, teleport
1/day, each: mental prison, psychic scream
Multiattack. Cadmus can use 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 Cadmus' 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 Cadmus' Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Cadmus uses one of the following breath weapons.
Cold Breath. Cadmus 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. Cadmus 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. Cadmus 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, Cadmus 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.
Cadmus 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. Cadmus makes a Wisdom (Perception) check.
Tail Attack. Cadmus 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
Cadmus, The Bookwyrm
Cadmus is an enigmatic and scholarly figure who exudes an aura of wisdom and quiet power. To the casual observer, Cadmus appears to be a distinguished human or perhaps an elf of indeterminate age, clad in flowing robes adorned with intricate, arcane symbols that seem to shimmer subtly in the light. His long, silver hair cascades down to his shoulders, framing a face that is both ageless and wise, with sharp, piercing eyes that seem to hold the secrets of the ages.
Human Form
In his human guise, Cadmus stands tall and slender, his movements graceful and deliberate. His eyes, a striking shade of deep blue with flecks of silver, are the most captivating feature, often described as seeing right through a person, as if weighing their very soul. His voice is calm and soothing, yet carries an undeniable authority, capable of capturing the attention of anyone who hears it. His hands, often seen holding an ancient tome or delicately turning the pages of a book, are long-fingered and elegant, hinting at the hidden power within.
Cadmus’s attire is both practical and regal: a deep indigo robe trimmed with silver thread, a high collar that adds to his imposing presence, and a belt from which various pouches and small, magical artifacts hang. He often wears a pendant in the shape of a dragon’s claw clutching a crystal, a subtle hint at his true nature.
Dragon Form
When Cadmus reveals his true form, he transforms into an awe-inspiring ancient silver dragon. His massive, shimmering scales resemble polished silver, catching the light and reflecting it in dazzling patterns. His wings, vast and majestic, are lined with intricate, silver membranes that glisten as they move. The dragon’s eyes, the same piercing blue with silver flecks, retain their depth and wisdom, only now they are set within the regal, angular features of a dragon’s face.
In this form, Cadmus's presence is overwhelming. His sheer size and the power he radiates command respect and awe from all who behold him. His voice, when he speaks in his draconic form, resonates with a deep, melodic timbre that carries the weight of centuries of knowledge and experience.
Personality
Cadmus is a guardian of knowledge, driven by a deep-seated belief in the power of wisdom and understanding. He is patient and contemplative, always willing to engage in discussions and debates on a myriad of topics. Despite his serene demeanor, he is fiercely protective of the library and the knowledge it holds, ready to defend it against any who would seek to harm or exploit it.
Cadmus’s dual existence as both a sage-like librarian and a mighty silver dragon reflects his dedication to preserving and protecting knowledge. His true form is known to only a select few, those he deems worthy of the secret. To most, he remains the ever-watchful Bookwyrm, a figure of awe and reverence in the Towering Library.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Cadmus takes a lair action to cause one of the following effects:
- Cadmus creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A sudden, supernatural chill fills the lair near Cadmus. Each creature of Cadmus' choice that it can see within 120 feet of it must succeed on a DC 20 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
- Books fly off the shelves of the library and assault each creature of Cadmus' choice. Each creature must succeed on a DC 20 Dexterity saving throw or take 3d8 bludgeoning damage or half as much on a successful one.
Regional Effects
The region containing an instance of The Towering Library is warped by Cadmus' magic, which creates one or more of the following effects.
- Once per day, Cadmus can alter the weather in a 6-mile radius centered on its lair. Cadmus 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 Cadmus or his allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
If Cadmus dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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