Page 119 - D&D Bestiary
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            piles of coins they covet, minted by current and fallen   A b'ti~t~6p:igJ.i'e~ltl wind. blows   · · lai:f near
            humanoid empires, as well as art objects and fine   the dragon•, Jiilach creature within 120   ofthe
            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 (1dl0) 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.

            A SILVER DRAGON'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
            ab'andoned 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 (iosing 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
                                                                clouds and fog within its lair as solid as stone, forming
              cloud spell. The fog lasts until initiative count 20 on
                                                                structures and other objects as it wishes.
              the next round.
                                                              If the dragon dies, changed weather reverts to normal,
                                                              as described in the spell, and the other effects fade
            YOUNG SILVER DR.A:GON                             in 1d10 days.
            t.ar.ge dragon, lawful good
            Armor Class 18  (natural armor)
                                                             ,,.  -·-
            Hit Points 168 (16d10 + 80)
            Speed 40ft., fly 80ft.                            SILVER DRAGON WYRMLING
                                                              Medium dragon, lawful good
              STR     DEX    CON     INT    WIS    CHA
             23  (+6)   10  (+0)   21  (+5)   14  (+2)   11  (+0)   19  (+4)   Armor Class 17  (natural armor)
                                                              Hit Points 45  (6d8 + 18)
            Saving Throws Dex +4, Con +9, Wis +4, Cha +8     ,  Speed 30ft., fly  60ft.
            Skills Arcana +6, History +6,  Perception +8, Stealth +4
            Damage Immunities cold                              STR     DEX    CON     INT    WIS    CHA
            Senses blindsight 30ft., darkvision 120ft., passive Perception 18
                                                               19  (+4)   10  (+0)   17  (+3)   12  (+1)   11  (+0)   15  (+2)
            Languages Common, Draconic
            Challenge 9 (5,000 XP)
                                                              Saving Throws Dex +2, Con +5, Wis +2, Cha +4
                                                              Skills  Perception +4,  Stealth +2
                                                              Damage Immunities cold
                                                              Senses blindsight 10ft., darkvision 60ft., 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 10ft., one target.
            Hit: 17  (2d10 + 6)  piercing damage.
                                                              ACTIONS
            Claw.  Melee Weapon Attack: +10 to hit, reach 5 ft.,  one target.   Bite.  Melee Weapon Attack: +6 to hit,  reach 5 ft.,  one target.
            Hit:  13  (2d6 + 6)  slashing damage.             Hit: 9  (1d10 + 4)  piercing damage.
            Breath Weapons (Recharge 5-6). The dragon  uses one of the   Breath Weapons  (Recharge 5-6). The dragon  uses one of the
            following breath weapons.                         following breath weapons.
            Cold Breath. The dragon exhales an icy  blast in  a 30-foot cone.   J Cold  Breath. The dragon exhales an icy blast in  a 15-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,
              or half as much damage on a successful one.      or half as much damage on a successful one.
            Paralyzing Breath. The dragon exhales paralyzing gas in  a 30-  Paralyzing Breath. The dragon exhales paralyzing gas in  a 15·
              foot cone.  Each  creature in  that area must succeed on a DC   foot cone. Each creature in  that area must succeed on a DC
              17  Constitution saving throw or be paralyzed for 1 minute. A   13  Constitution saving throw or be paralyzed for 1 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.




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