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: +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.
Anti-Matter Breath. The dragon exhales an anti-matter blast in a 120-foot line. Each creature in that area must succeed on a DC 24 Dexterity saving throw or have all non magical items destroyed. All magical items must make a DC 24 Constitution roll or be destroyed. On a successful save the player and items take no damage.
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.
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.
Melt resistance. Every creature within 1 mile loses resistance, if it had any, to one of the dragons breath weapons.
To the last breath. When the dragon is reduced to 0 HP it will spew forth all of its breath weapons at once, regardless of when any breath was last used.
Description
Grey dragons are spawns from a war long past. They themselves do not remember the reason for the war or who they had to fight against. Their masters forced them to kill their enemies then they fell to hubris and were killed by the dragons they created.
After several eons the dragons and become neutral to all life and have little care for relationships of any kind, they will find a mate every few hundred years then depart.
The females will lay a clutch of eggs, no more than 5, and leave them to fate. Mostly they will hide the eggs deep in a cave system or high in the mountains where nothing can reach them; This however is the extreme extent of Grey Dragon parentage.
Males live a reclusive life, only venturing out to find food if they are so inclined. Grey Dragons, like most, can survive off anything they eat. From metal ore and rock to meat and bone. Anything can be broken down into energy for the dragon. These dragons can be mistaken for a lighter tinted black dragon. They hold similar builds and body structure, even down to the forward facing horns and the skull like face and snout. They do however have much more bulky scales and up close you can tell the difference.
Females are nomadic and slightly more curious than males. They do watch things from afar, not out of curiosity but to make sure they are staying far away. The females have a pouch that is magical in nature and is treated like a portable hole. This is where they store the things they find in their journey and how they keep a horde. The females are very slender and sleek, almost being able to pass for a Silver Dragon from a distance, their scales are smooth and at some points almost flesh like. This adaptation allows them to be more quiet and to make less noise when moving through any terrain.
Lair and Lair Actions
A Grey Dragon’s Lair
Grey dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, grey dragons covet the lost and forgot areas of any civilization. An abandoned mountaintop citadel or cave, a remote tower raised by a long-dead wizard or an underwater network of caves long lost to time are the sort of lairs that every grey 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 bash any 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 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.
- All land within 6 miles of the lair is considered rough terrain and hard to travel for any creature, on land, air or water.
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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