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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 18 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 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Mountainous Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature's speed is halved, and it can't make more than one attack on its turn and have disadvantage on Constitution-based rolls, Constitution checks, and Constitution saving throws for 1 minute. And if a number less than 5 falls on d20, then creature fall unconscious for 10 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and this effect also ends for a creature if someone uses an action to wake it.
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 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
They look similar to silver dragons, but have a lighter color. And the shape of their muzzle combines elements of the muzzles of silver and white dragons. Mountain dragons, like all metal dragons, treat people well and often help them whenever possible, although unlike other metal dragons, they do not seek meetings with people and, on the contrary, try to avoid unnecessary meetings, as they are very fond of peace and quiet.
Lair and Lair Actions
A Mountain Dragon’s Lair
Mountain dragons lair in high mountains, dwelling in caverns under snow-capped peaks. Most of them feel comfortable in natural cave complexes that are very difficult to reach. But occasionally some mountain dragons can make lairs in the lost outposts of humanoid civilizations, however they almost never choose places near settlements and cities, because they value tranquility very much. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to distract treasure seekers from where the real treasure is hidden.
Most often, there is a fairly large natural area in front of the entrance to the mountain dragon cave, which acts as a balcony, since mountain dragons like to periodically lie on it admiring the view.
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.
- The dragon chooses a point on the ground that it can see within 120 feet of it. After that, pure cold fills a sphere with a radius of 30 feet centered at that point. The effect is otherwise identical to the glacial cascade spell and lasts until the dragon uses this lair action again or until the dragon dies.
Regional Effects
The region containing a legendary mountain 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 its lair, the dragon is able to create illusory sounds and images. For example, someone's echo or someone's silhouette.
- Within 1 mile of the dragon’s lair landslides, rockfalls, mudslides and similar incidents do not affect non-evil creatures.
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