Page 119 - Monster Manual [11th Print]
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piles of coins they covet, minted by current and fallen   A blisteringly cold wind blows through the lair near
           humanoid empires, as well as art objects and fine   the dragon. Each creature within 1 2 0 feet of the
          jewelry crafted by numerous races. Other treasures   dragon must succeed on a DC 15 Constitution saving
           that make up their hoards can include intact ships, the   throw or take 5 (ldlO) cold damage. Gases and vapors
           remains of kings and queens, thrones, the crown jewels   are dispersed by the wind, and unprotected flames are
           of ancient empires, inventions and contraptions, and   extinguished. Protected flames, such as lanterns, have
           monoliths carried from the ruins of fallen cities.   a 50 percent chance of being extinguished.
                               N
             S
          A  I L V E R   D R AGO ' S LAIR                    REGIONAL EFFECTS
                                                            The region containing a legendary silver dragon's lair
           Silver dragons dwell among the clouds, making     is warped by the dragon's magic, which creates one or
           their lairs on secluded cold mountain peaks. Though   more of the following effects.
           many are comfortable in natural cavern complexes or
           abandoned mines, silver dragons covet the lost outposts   •  Once per day, the dragon can alter the weather in a
           of humanoid civilization. An abandoned mountaintop   6-mile radius centered on its lair. The dragon doesn't
          citadel or a remote tower raised by a long-dead wizard is   need to be outdoors; otherwise the effect is identical to
           the sort of lair that every silver dragon dreams of.   the control weather spell.
                                                            •  Within 1 mile of the lair, winds buoy non-evil creatures
          LAIR ACTIONS                                        that fall due to no act of the dragon's or its allies. Such
          On initiative count 20 (losing initiative ties), the dragon   creatures descend at a rate of 60 feet per round and
          takes a lair action to cause one of the following effects:   take no falling damage.
                                                              Given days or longer to work, the dragon can make
            The dragon creates fog as if it had cast the fog
            cloud spell. The fog lasts until initiative count 20 on   clouds and fog within its lair as solid as stone, forming
            the next round.                                   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
          Y O UNG SILVER DRAGON                             in ldlO days.
          Large dragon, lawf u l good

                   1
          Armor Class  8   (natural armor)
          Hit Points  6 8 (16dl0 + 80)
                  1
          Speed 40 ft., fly 80 ft.                          SILVER DRAGON W Y RMLING
                                                                         f
                                                            Medium dragon, law u l good
            STR     DEX    CON     INT    WIS    CHA
           23  (+6)   10 (+O)   21  (+5)   1 4   (+2)   11  (+O)   19 (+4)   Armor Class 1 7   (natural armor)
                                                            Hit Points 45 (6d8 + 1 8 )
          Saving Throws Dex +4, Con +9, Wis +4, Cha +8      Speed 30 ft., fly 60 ft.
                      H
          Skills Arcana +6,  i story +6, Perception +8, Stealth +4
          Damage Immunities cold                              STR     DEX    CON     INT    WIS    CHA
          Senses blindsight 30 ft., darkvision  2 0 ft., passive Perception 18   1 9   (+4)   10 (+O)   17 (+3)   1 2   (+1)   11  (+O)   1 5   (+2)
                                   1
          Languages Common, Draconic
          Challenge 9 (5,000 XP)
                                                            Saving Throws Dex +2, Con +5, Wis +2, Cha +4
                                                            Skills Perception +4, Stealth +2
          ACTIO  N  S                                       Damage Immunities cold
                                                            Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
          Multiattack. The dragon makes three attacks: one with its bite   Languages Draconic
          and two with its claws.                           Challenge 2 (450 XP)
          Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
          Hit: 17  (2dl0 + 6) piercing damage.              AC I O  N S
                                                               T
                                   h
                                                                                    h
                                                                               +
          Claw. Melee Weapon Attack: +10 to  i t, reach 5 ft., one target.   Bite. Melee Weapon Attack:  6   to  i t, reach 5 ft., one target.
          Hit: 13 (2d6 + 6) slashing damage.                Hit: 9 (ldlO + 4) piercing damage.
                                                                                            u
                                                                                       d
                                     d
          Breath Weapons (Recharge 5-6). The  r agon uses one of the   Breath Weapons (Recharge 5-6). The  r agon  s es one of the
          following breath weapons.                         following breath weapons.
                                                                        d
          Cold Breath. The dragon exhales an icy blast in a 30-foot cone.   Cold Breath. The  r agon exhales an icy blast in a 1 5 -foot cone.
           Each creature in that area must make a DC 17 Constitution   Each creature in that area must make a DC 13 Constitution
           saving throw, taking 54 (12d8) cold damage on a failed save,   saving throw, taking 18 (4d8) cold damage on a failed save,
                                      u
           or half as much damage on a successf l   one.     or half as much damage on a successful one.
          Paralyzing Breath. The dragon exhales paralyzing gas  n   a 30-  Paralyzing Breath. The dragon exhales paralyzing gas in a 1 5 ·
                                                i
           foot cone. Each creature in that area must succeed on a DC   foot cone. Each creature  n   that area  u st succeed on a DC
                                                                                       m
                                                                               i
           17 Constitution saving throw or be paralyzed for 1  minute. A   13 Constitution saving throw or be paralyzed for l  minute. A
           creature can repeat the saving throw at the end of each of its   creature can repeat the saving throw at the end of each of its
           turns, ending the effect on itself on a success.   turns, ending the effect on itself on a success.
  118     D  R  AGONS
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