Page 118 - Monster Manual [11th Print]
P. 118

friendships outside their own kin arise in the company
                             O
             S I L V E R   D R AG N                            of humanoids, and many silver dragons spend as much
             The friendliest and most social  f  the metallic dragons,   time in humanoid form as they do in draconic form. A
                                      o
             silver dragons cheerfully assist good creatures in need.   silver dragon adopts a benign humanoid persona such
               A silver dragon shimmers as if sculpted from pure   as a kindly old sage or a young wanderer, and it often
             metal, its face given a noble cast by its high eyes and   has mortal companions with whom it develops strong
             sweeping beard-like chin spikes. A spiny frill rises high   friendships.
             over its head, tracing down its neck to the tip of its tail.   Silver dragons must step away from their humanoid
             A silver wyrmling's scales are blue-gray with silver   lives on a regular basis, returning to their true forms
             highlights. As the dragon approaches adulthood, its   to mate and rear offspring, or to tend to their hoards
             color gradually brightens until its individual scales are   and personal affairs. Because many lose track of time
             barely visible. As a silver dragon grows older, its pupils   while away, they sometimes return to find that their
             fade until its eyes resemble orbs of mercury.     companions have grown old or died. Silver dragons
               Dragons of V irtue. Silver dragons believe that living   often end up befriending several generations of
             a moral life involves doing good deeds and ensuring   humanoids within a single family as a result.
             that one's actions cause no undeserved harm to other   Respect for Humanity.  Silver dragons befriend
             sentient beings. They don't take it upon themselves to   humanoids of all races, but shorter-lived races such as
             root out evil, as gold and bronze dragons do, but they   humans spark their curiosity in a way the longer-lived
             will  gladly oppose creatures that dare to commit evil   elves and dwarves don't. Humans have a drive and zest
             acts or harm the innocent.                        for life that silver dragons find fascinating.
              Friends of the Small Races. Silver dragons enjoy   Hoarding History.  Silver dragons love to possess
             the company of other silver dragons. Their only true   relics of humanoid history. This includes the great

             ADULT SILVER DRAGON                               the creature is immune to the dragon's Frightful Presence for
             Huge dragon, lawf u l good                        the next 24 hours.
                                                               Breath Weapons (Recharge 5-6). The dragon uses one of the
             Armor Class  9   (natural armor)                  following breath weapons.
                      1
             Hit Points 243  (18dl2 + 1 2 6)
             Speed 40 ft., fly 80 ft.                          Cold Breath. The dragon exhales an icy blast in a 60-foot cone.
                                                                Each creature in that area must make a DC 20 Constitution
               STR     DEX    CON     INT    WIS    CHA         saving throw, taking 58 (l 3d8) cold damage on a failed save,
              27 (+8)   10 (+O)   25 (+7)   16 (+3)   13 (+l)   21  (+5)   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
             Saving Throws Dex +5, Con +12, Wis +6, Cha +10
             Skills Arcana +8, History +8,  Perception +1 1 ,   Stealth +5   20 Constitution saving throw or be paralyzed for l  m  i nute. A
             Damage Immunities cold                             creature can repeat the saving throw at the end of each of its
             Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21   turns, ending the effect on itself on a success.
             Languages Common, Draconic                        Change Shape. The dragon magically polymorphs into a
             Challenge 16 (1 5,000 XP)                         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
             Legendary Resistance (3/Day).  If the dragon fails a saving
             throw, it can choose to succeed instead.          borne by the new form (the dragon's choice).
                                                                I n   a  new form, the dragon retains its alignment, hit points,
             ACTI O  N  S                                      H i t Dice, ability to speak, proficiencies, Legendary Resistance,
                                                                           I
                                                               lair actions, and  n telligence, Wisdom, and Charisma scores, as
                                                     I
             Multiattack. The dragon can use its Frightful Presence.  t   then   well as this action. Its statistics and capabilities are otherwise
             makes three attacks: one with its bite and two with its claws.
                                                               replaced by those of the new form, except any class features or
             Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.   legendary actions of that form.
             Hit: 19 (2dl0 + 8) piercing damage.
                                                               LE E N  D ARY ACTI O  N  S
                                                                 G
             Claw. Melee Weapon Attack: +1 3 to hit, reach 5 ft., one target.   The  r agon can take 3 legendary actions, choosing from the
                                                                  d
                1
             Hit:  5   (2d6 + 8) slashing damage.
                                                               options below. Only one legendary action option can be used
                                            1
             Tail. Me/ee Weapon Attack: +1 3 to hit, reach  5   ft., one target.   at a time and only at the end of another creature's turn. The
                1
             Hit:  7   (2d8 + 8) bludgeoning damage.           dragon regains spent legendary actions at the start of its turn.
                 f
             Fright u l Presence. Each creature of the dragon's choice that   Detect. The dragon makes a Wisdom (Perception) check.
             is within 1 2 0 feet of the dragon and aware of it must succeed   Tail Attack. The dragon mak'es a tail attack.
             on a DC 18 Wisdom saving throw or become frightened for 1   Wing Attack (Costs 2 Actions). The dragon beats its wings.
             minute. A creature can repeat the saving throw at the end of   Each creature within 10 feet of the dragon must succeed
                                                                                              1
             each of its turns, ending the effect on  itself on a success. If a   on a DC 21 Dexterity saving throw or take  5   (2d6 + 8)
             creature's saving throw is successful or the effect ends for it,   bludgeoning damage and be knocked  prone. The dragon can
                                                                then fly up to half its flying speed.
                                                                                                    D  R AGON':S
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