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Ancient Silver Dragon

Ancient Silver Dragon

Gargantuan dragon
Challenge
23

STR
10
DEX
3
CON
9
INT
4
WIS
2
CHA
6

487
25d20+225
28
Soak
4
Fort
+16
Ref
+13
Will
+12
Defense note natural armor
Damage immunities cold

Speed 8 m., fly 20 m.
Skills Insight +2 (13), Lore (civilization) +7 (18), Perception +12 (23), Primal +9 (20), Stealth +10 (21)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The ancient silver dragon uses maneuvers (maneuver save DC 25). It has 33 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: covering strike, dive attack, fearsome beast, fountain of blood, knockback (Claw only), spring attack, swipe (Claw only)

Spellcasting. The ancient silver dragon’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 29th-level spellcaster): frighten, frostbite, gust, snowball/icicle

1 mana: averting gust, cold snap, command, cone of cold, fear, feather fall, gale strike, gust of wind, ice knife, ice slick, ice spear, levitate, ring of frost, snow storm, whispering wind, winter’s bite

2 mana: air bubble, cold fog, control winds, freezing sphere, frost bane, gaseous form, gusting sphere, ice storm, incite panic, wall of ice, wind wall

3 mana: control weather, whirlwind

Actions (4)

Bite (1/turn). Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 21 (2d10 + 10) piercing damage.

Claw (2/turn). Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 17 (2d6 + 10) slashing damage.

Tail (1/turn). Melee Weapon Attack: +17 to hit, reach 4 m. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a DC 21 Will 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 (Costs 2 actions; Recharge 5–6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 20-meter cone or line. Each creature in that area must make a DC 24 Fortitude saving throw. On a failed save, a creature takes 72 (16d8) cold damage and is slowed 4 for 1 minute. On a successful save, a creature takes half as much damage and isn’t slowed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Paralyzing Breath. The dragon exhales paralyzing gas in a 20-meter cone or line. Each creature in that area must succeed on a DC 24 Fortitude 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 (1/turn). The dragon magically polymorphs into a 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 borne by the new form (the dragon’s choice).

In a new form, the dragon retains its personality, health, Health Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The ancient silver dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 25 Reflex saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the ancient silver dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.

  • A blistering cold wind blows through the lair near the dragon. Each creature within 20 meters of the dragon must succeed on a DC 21 Fortitude saving throw or take 5 (1d10) cold damage. 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 the ancient silver dragon's lair is warped by the ancient silver dragon’s magic, which creates one or more of the following effects:

  • Once per day, the dragon can alter the weather in a 10-kilometer radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.

  • Within 2 kilometers of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 10 meters per round and take no falling damage.

  • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming 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 in 1d10 days.

Mountain, Urbanmm

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.