Aura of Courage and Devotion. While Azhaq isn't incapacitated, he and all friendly creatures of his choice within 30 feet of him have immunity to being charmed or frightened.
Aura of Protection. While Azhaq isn't incapacitated, he and all friendly creatures of his choice within 30 feet of him add 8 to all saving throws.
Divine Sense. Azhaq knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. Azhaq knows the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, Azhaq also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Magic Resistance. Azhaq has advantage on saving throws and other magical effects. Spell attacks made against Azhaq have disadvantage.
Innate Spellcasting. Azhaq's innate spellcasting ability is Charisma (spell save DC 25). Azhag can innately cast the following spells, requiring no material components:
1/day each: divine word, gate, holy aura, mass heal, prismatic wall, [Tooltip Not Found], true resurrection, wish (no penalties)
Holy Nimbus (1/Day). For one minute, bright light shines from Azhaq in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
Lay on Hands. Azhaq has a pool of 100 hit points worth of healing. He can spend 1 to 100 point to heal him or a creature he can touch. Alternatively, Azhaq can expend 5 hit points from his pool of healing to cure the target of one disease or neutralize one poison affecting it. Azhaq can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Legendary Resistance (5/Day). If Azhaq fails a saving throw, he can choose to succeed instead.
Purity of Spirit. Azhaq is always under the effects of the protection from evil and good spell.
Sacred Weapons. Azhaq's weapon attacks are magical with a 1 +8 to attack rolls and deal an extra 36 (8d8) radiant damage (included in the attack).
Spellcasting. Azhaq is a 20th level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Azhag has the following paladin spells prepared:
1st level (4 slots): bless, command, cure wounds, protection from evil and good, sanctuary, thunderous smite
2nd level (3 slots): branding smite, lesser restoration, locate object, protection from poison, zone of truth
3rd level (3 slots): beacon of hope, blinding smite, dispel magic, magic circle, remove curse, revivify
4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith, staggering smite
5th level (2 slots): banishing smite, commune, destructive wave, dispel evil and good, flame strike, raise dead
Multiattack. Azhaq can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +27 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 36 (8d8) radiant damage.
Claw. Melee Weapon Attack: +27 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 36 (8d8) radiant damage.
Tail. Melee Weapon Attack: +27 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 36 (8d8) radiant damage.
Frightful Presence. Each creature of Azhaq's choice that is within 120 feet of Azhaq and aware of him must succeed on a DC 25 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 Azhag's Frightful Presence for the next 24 hours.
Cleansing touch (8/Day). Azhaq ends one spell on himself or one willing creature he can touch.
Breath Weapons (Recharge 5–6). Azhaq uses one of the following breath weapons.
Cold Breath. Azhaq exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. Azhaq exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 27 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.
Change Shape. Azhaq magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment Azhaq is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, Azhaq 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.
Azhaq can take 5 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. Azhaq regains spent legendary actions at the start of his turn.
Detect. Azhaq makes a Wisdom (Perception) check.
Tail Attack. Azhaq makes a tail attack.
Cast Spell (Costs 2 Actions). Azhaq casts a spell with a casting time of one action.
Wing Attack (Costs 2 Actions). Azhaq beats its wings. Each creature within 15 feet of Azhaq must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Azhaq can then fly up to half his flying speed.
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), Azhaq takes a lair action to cause one of the following effects:
- Azhaq creates fog as if he 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 Azhaq. Each creature within 120 feet of Azhaq must succeed on a DC 27 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.
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