Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Cold healing: When dealt with cold damage, instead of dealing damage, it will heal the amount of damage it would do to the dragon.
Symbiotic shield: on the dragons turn, a black shield will come over him, giving the dragon 20 temporarily hitpoints, it also brings his AC a + 2 and a + 2 on strength and dexterity saving throws. when the shield is disperged, the Dragon will get his normal AC and saving throws back. this shield is vulnerable to fire damage.
A symbiotes weakness: when dealt with more than 120 fire damage, the black corruption inside him will lessen and be expelled out of him. In doing so the Dragon will automatically have the unconscious condition and the symbiote cannot posses the dragon for the next 24 hours. The black corruption will then choose a target to possess. (see Symbiote monster)
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its flying corruption.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Con save (DC15): failure: (2d6 + 8) necrotic damage and the same amount of damage will be reduced from your max hit points, as the black bile from his teeth saps the life strength out of you.
Flying corruption. RangedWeapon Attack: +13 to hit, reach 40 ft., one target. Hit: 15 (2d6 + 8) necrotic damage. the target also needs to make a DC 18 strength saving throw or be pulled 30 ft to a direction of the dragons choosing.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. target has to make a DC 18 Dexterity check or be knocked prone;
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, corrupted Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. The dragon also heals the same amount of cold damage rolled and has a + 1 on its AC until its next turn.
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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.
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 18 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.
Body assimilation (only avaible when dealt with 80+ fire damage or has less than 60 Hp left) A tentacle of black goowie corruption will try to pull a one medium or small creature the dragon can see within 5 feet into itself; Strength Saving Throw: DC 15, one Medium or Small creature the dragon can see within 5 feet. Failure: The target is pulled into the space and is trapped to its body. This can happen with only one target at a time.
While trapped, the target has the restrained condition and disadvantage on Constitution saving throws. When the dragon moves, the trapped target moves with it. If the target dies while being trapped, its body is destroyed, and the dragon regains 25 Hit Points.
The trapped target or a creature within 5 feet of the draon can take an action to make a DC 15 Strength (atheletics) check. On a successful check, the target is no longer trapped and moves to an unoccupied space within 5 feet of the dragon.
Lair and Lair Actions
A (corrupted) 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. it also heals the same amount of the cold damage rolled.
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.