Adult Silver Dragon

huge dragon, lawful good

Challenge 16 (15000 XP)

STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
22 (+6)

Defense

Armor Class 19 (natural)
Hit Points 216 (16d12 + 112)
Speed 40 ft., fly 80 ft.

Proficiencies & Senses

Saving Throws Dex +5, Wis +6
Skills History +8, Perception +11, Stealth +5
Languages Common, Draconic
Darkvision 120 ft.
Blindsight 60 ft.
Passive Perception 21

Traits

Damage Immunities Cold

Traits

Legendary Resistance

If the monster fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The monster makes three Rend attacks. It can replace one attack with a use of (A) or (B) Spellcasting to cast Ice Knife.

Rend

Melee Attack: +13 to hit. reach 5 ft. Hit: 2d8 + 8 slashing plus 1d8 cold damage.

Cold Breath

Constitution Save: DC 20. target: 60-foot cone, creature. Failure: 12d8 cold damage; success: half.

Paralyzing Breath

Constitution Save: DC 20. target: 60-foot cone, creature.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (+11 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Ice Storm (level 5 version), Zone of Truth

Detect Magic

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Hold Monster

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Ice Knife

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Shapechange

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Ice Storm

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the Cylinder into Difficultterrain until the end of your next turn. Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Zone of Truth

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Chill

The monster uses Spellcasting to cast. The dragon can't take this action again until the start of its next turn.

Cold Gale

On Success: The target is pushed up to 30 feet straight away from the attacking creature

Pounce

The monster moves up to half its Speed, and it makes one Rend attack.

Hold Monster

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.