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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