| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 18 | +4 | +4 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 23 | +6 | +6 |
| WIS | 15 | +2 | +2 |
| CHA | 21 | +5 | +5 |
Legendary Resistance (3/Day). If Argentumdraconis fails a saving throw, it can choose to succeed instead.
Multiattack. Argentumdraconis can use his Frightful Presence. It then makes three attacks: one with his bite and two with his 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 Argentumdraconis' choice that is within 120 feet of Argentumdraconis 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 his turns, ending the effect on himself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Argentumdraconis's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Argentumdraconis uses one of the following breath weapons.
Cold Breath. Argentumdraconis 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.
Paralyzing Breath. Argentumdraconis exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of him turns, ending the effect on himself on a success.
Change Shape. Argentumdraconis magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. It reverts to his true form if he dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Argentumdraconis's choice).
In a new form, Argentumdraconis retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Argentumdraconis 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. Argentumdraconis regains spent legendary actions at the start of his turn.
Detect. Argentumdraconis makes a Wisdom (Perception) check.
Tail Attack. Argentumdraconis makes a tail attack.
Wing Attack (Costs 2 Actions). Argentumdraconis beats his wings. Each creature within 10 feet of Argentumdraconis must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Argentumdraconis can then fly up to half his flying speed.
Description
Argentumdraconis is an adult silver dragon. He lives in a 5,000-year-old citadel on top of the tallest of the Pillars of Ardanclost mountain range.
Lair and Lair Actions
Argentumdraconis’s Lair
Argentumdraconis has made his lair on a secluded mountain peak in a towering citadel. For his humanoid companions to access his lair, he's made magical cloud bridges that for them, or anybody that he invites, are as hard as stone, though they feel like walking on a giant marshmallow. For evil creatures and creatures that are hostile to Argentumdraconis though, they can walk up it for a few feet, then it turns to cloud, causing them to plummet to their death.
Lair Actions
On initiative count 20 (losing initiative ties), Argentumdraconis takes a lair action to cause one of the following effects:
- Argentumdraconis 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 Argentumdraconis. Each creature within 120 feet of Argentumdraconis 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 Argentumdraconis’s magic, which creates one or more of the following effects.
- Once per day, Argentumdraconis can alter the weather in a 6-mile radius centered on his lair. Argentumdraconis 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 Argentumdraconis’s or his allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Given days or longer to work, Argentumdraconis can make clouds and fog within his lair as solid as stone, forming structures and other objects as it wishes.
If Argentumdraconis dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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