Huge Dragon, Neutral
Armor Class 17 (natural armor)
Hit Points 231 (22d12 + 88)
Speed 40 ft., Fly 80 ft.
STR
12 (+1)
DEX
23 (+6)
CON
16 (+3)
INT
24 (+7)
WIS
18 (+4)
CHA
25 (+7)
Saving Throws DEX +11, CON +8, WIS +9, CHA +12
Skills Arcana +12, Deception +12, Intimidation +12, Investigation +12
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages All, Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Draconic Recovery (1/Day). The patron dragon regains all uses of its spells when it finishes a short or long rest.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Patron’s Protection. When the patron dragon casts a spell that affects other creatures it can see, it can choose up to five members of its hoard. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Patron’s Toll. When a member of the patron dragon’s hoard that the dragon can see expends a spell slot, the patron dragon regains one expended use of one of its spells.

Actions

Multiattack. The patron dragon can use its Eldritch Presence. It then makes either three Eldritch Blast attacks and one tentacle attack, or casts a spell and then makes one Eldritch Blast or tentacle attack.

Eldritch Blast. Ranged Spell Attack: +12 to hit, reach 300 ft., one target. Hit: 12 (1d10+7) force damage. On a hit, the patron can choose to move the target in a straight line 10 ft. closer to or away from itself, or can reduce the creature’s speed by 10 ft. until the end of the dragon’s next turn.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Eldritch Presence. Each creature of the patron dragon's choice that is within 120 feet of the dragon must succeed on a DC 20 Charisma saving throw. For one minute, the patron dragon may use a bonus action on each of its turns to designate a direction that is horizontal to it. Each creature that failed the saving throw must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Charisma saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Eldritch Presence for the next 24 hours.

Patron Breath (Recharge 5–6). The patron dragon exhales arcane energy in a 60-foot cone. Each creature in that area that is not part of its hoard must make a DC 20 Charisma saving throw, taking 66 (12d10) psychic damage on a failed save, or half as much damage on a successful one. Each creature in the area that is part of its hoard regains one warlock spell slot, and adds +1 to all spell attack rolls and damage rolls for one minute.


Instead of empowering its hoard, the dragon can instead summon any creature it has made a pact with to an unoccupied location within the area of the cone. It can summon a number of creatures equal to 1d4+1.

Spellcasting. The patron dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: charm person, enthrall, hallucinatory terrain, ray of enfeeblement, sending
1/day each: blight (cast at 6th level), circle of death, eyebite, hold person (cast at 6th level), mass suggestion, scrying, vampiric touch (cast at 6th level)

Bonus Actions

Draconic Boon. The patron dragon selects a creature it can see with which it has formed a pact. For one minute, that creature gains a +2 to its charisma modifier and regains +10 temporary HP at the beginning of each of its turns.

Legendary Actions

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 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

Source: Pointy Hat

A patron dragon builds its hoard through contracts. Just as archon dragons, the warden dragons associated with sorcery, seek out societal outcasts and the marginalized to offer them a sense of community, patron dragons specifically seek out the hopeless, those who desperately need power and yet find themselves powerless. It’s said they can literally smell desperation--that’s when they strike.

 

The dragons offer a deal that will make all their problems go away, power that the potential hoardmate could only dream of. In exchange, they must only belong to the dragon’s hoard. If desperation doesn’t push the person to join, their thirst for power will, and soon enough the warlock dragon finds itself with its own hoard, and its power grows.

 

But a warlock dragon must be careful, as their source of power is not infinite. Whereas sorcerer dragons radiate power to those around them indiscriminately, patron dragons can choose exactly how much power to grant, to what individual, and when to take it away--but whenever they do, that’s some of the dragon’s own power that leaves their body and goes to their warlocks. They must walk the line between not giving enough of their power and losing their hoard’s loyalty, and giving too much power to their warlocks and becoming powerless to defend themselves against outside threats.

 

Some warlock dragons navigate this by fostering a specific feeling among their hoard: complete and utter devotion. This is the reason why a warlock dragon’s hoard is often referred to as a cult. It’s not uncommon for the members of a hoard of a patron dragon to believe they worship not a dragon, but a god. Members of these cult-like hoards understand that the only reason they have that power to begin with is because of their contract, and because the patron dragon allows it.

 

Those who show the greatest devotion to their patron are in turn granted more power, strengthening the hoard’s resolve to stand with their patron. The warlock dragon then chooses a prince: the hoardmate that will one day receive its draconic essence and become the dragon’s successor. The prince slowly receives more and more power from their deal with the patron dragon, until the moment where more of the dragon’s power lives within the prince than within the dragon. When this happens, the patron dragon must be extremely careful, as they are at their weakest here. They must quickly perform the ritual and pass on their draconic essence to its chosen prince.

 

It is, however, just as likely for a patron dragon to decide that the best course of action is to be transparent with their hoard mates as to how much power they will grant, and for what reason. Proficient in legalese after countless years of drafting contracts, there are many patron dragons who find themselves leaders of guilds: adventuring guilds, with a hoard of highly trained warlock adventurers. The patron dragon grants their hoardmates more or less power depending on how hard the job is. Some of these adventuring guilds led by patron dragons become world-renowned for their efficiency, becoming pillars of their communities... just as long as these communities pay diligently and read the fine print.

 

How a warlock dragon decides to run its hoard, whether it is through cultish devotion or the cold fairness of contracts, it is for the patron dragon to decide.

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.

Habitat: MountainUnderdarkUrban

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