Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can breathe air and water.
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.
Paralyzing Breath. The dragon 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 its turns, ending the effect on itself on a success.
Change Shape (2/Day). As a bonus action, the dragon magically polymorphs into a watery version of itself. It looks like a giant dragon made out of water. An entity that has the size of medium or smaller may go through the dragon.
In its new form, the dragon gains resistance against any non-magical attacks except for the later mentioned, and immunity against both magical and non-magical fire, bludgeoning, slashing, piercing, poison, and acid damage. The dragon however becomes vulnerable to cold and lightning damage.
Watery Hell (Watery Form). If an entity goes through the dragon, the dragon can choose to grapple it with advantage,.
Watery Hell (Watery Form). If a friendly creature go through dragon, it can choose to give the entity 2d6 temporary health points. (3/day)
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.
Lair and Lair Actions
A Water Dragon’s Lair
Water dragons dwell among the ruins of the sea, making their lairs in the watery depths that are full of signs that mark a forgotten civilization that were lost to the flood. Though many are comfortable in natural underwater cavern complexes or flooded mines, water dragons covet the lost outposts of humanoid civilization. An abandoned underwater citadel or a remote tower raised by a long-dead wizard is the sort of lair that every water 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 cloudkill spell. The fog lasts until initiative count 20 on the next round.
- A rainy wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 20 Strength saving throw or be knocked prone. 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 10-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 5 mile of the lair, the sea allows non-evil creatures to functionally become amphibious. Such creatures gain 30 swimming speed and water breathing.
- Within 1 mile of the lair, the dragon can cause the water to boil, causing any trespassers to take 5d6 fire damage per turn. The dragon can allow as much people as it wants to prevent such damage.
If the dragon dies, changed sea reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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