Legendary Resistance (5/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: +22 to hit, reach 25 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +22 to hit, reach 100 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 1200 feet of the dragon and aware of it must succeed on a DC 20 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 2 hours.
Breath Weapons (Recharge 3–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 150-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 75 (15d10) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 150-foot cone. Each creature in that area must succeed on a DC 26 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. 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.
Tail Attack. The dragon can make a tail attack as an attack of opportunity.
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.
Hoarfrost Warding (3 actions). The dragon draws in moisture in the air and creatures around him. Every creature within 1000ft of the dragon must succeed a DC 15 constitution saving throw, on a failure the creature takes 4 (1d8) fire damage and takes a point of exhaustion which is then removed at the end of the creatures next turn. When the dragon does this it gains 150 (25d12) temporary hit points, when stuck by a melee attack the damage dealt is dealt back to the attacker as cold damage, as well as 12 (2d12) slashing damage, this effect is not triggered if the dragon is struck by fire damage.
Homebound (5 actions). The dragon can teleport to one of it's lairs of it's choosing
Description
Beamut is the first child of bahamut, he has an overall length of 250 ft. a body length of 72 ft. a head height of 60 ft. and a wingspan of 500 ft.
Beamut's horde is split between his two lairs, the gold in his floating fortress is unknown, however the estimated gold in his underground layer is in the realms of several dozen million gold pieces worth of loot including magical items and the phylactery of Venandi The Demolition King, his most prized possession.
Lair and Lair Actions
Beamut's Lairs
Beamut has two lairs which he can travel to at will using all of his legendary actions to do so, one of his lairs is a giant floating castle of cloud and stone estimated to be 32 miles in diameter, his second is a massive underground labyrinth deep under the Cyrios Mountains where a legion of kobolds guards and expands his horde.
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 1000 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 30-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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