Ancient Silver Dragon

gargantuan dragon, lawful good

Challenge 23 (50000 XP)

STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
26 (+8)

Defense

Armor Class 22 (natural)
Hit Points 468 (24d20 + 216)
Speed 40 ft., fly 80 ft.

Proficiencies & Senses

Saving Throws Dex +7, Wis +9
Skills History +11, Perception +16, Stealth +7
Languages Common, Draconic
Darkvision 120 ft.
Blindsight 60 ft.
Passive Perception 26

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) Paralyzing Breath or (B) Spellcasting to cast (level 2 version).

Cold Breath

Constitution Save: DC 24. target: 90-foot cone, creature. Failure: 15d8 cold damage; success: half.

Rend

Melee Attack: +17 to hit. reach 15 ft. Hit: 2d8 + 10 slashing plus 2d8 cold damage.

Paralyzing Breath

Constitution Save: DC 24. target: 90-foot cone, creature.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (+15 to hit with spell attacks): At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), 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: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth

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.

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.

Control Weather

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. PrecipitationStageCondition1Clear2Light clouds3Overcast or ground fog4Rain, hail, or snow5Torrential rain, driving hail, or blizzardTemperatureStageCondition1Heat wave2Hot3Warm4Cool5Cold6FreezingWindStageCondition1Calm2Moderate wind3Strong wind4Gale5Storm

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.

Teleport

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls and consults the Teleportation Outcome table and the explanations after it. Teleportation OutcomeFamiliarityMishapSimilar AreaOff TargetOn TargetPermanent circle———01–00Linked object———01–00Very familiar01–0506–1314–2425–00Seen casually01–3334–4344–5354–00Viewed once or described01–4344–5354–7374–00False destination01–5051–00——Familiarity. Here are the meanings of the terms in the table's Familiarity column:"Permanent circle" means a permanent teleportation circle whose sigil sequence you know."Linked object" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library."Very familiar" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell."Seen casually" is a place you have seen more than once but with which you aren't very familiar."Viewed once or described" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map."False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear miles away from the destination in a random direction. Roll for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.

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.

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.