Silver Dragon
Adult Silver Dragon CR: 16
STR
27 +8
DEX
10 +0
CON
25 +7
INT
16 +3
WIS
13 +1
CHA
21 +5
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 1d20+13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) 2d10+8 piercing damage. Claw. Melee Weapon Attack: +13 1d20+13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) 2d6+8 slashing damage. Tail. Melee Weapon Attack: +13 1d20+13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) 2d8+8 bludgeoning damage. Frightful Presence. Each creature of the draong's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at then 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 (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) 13d8 cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution 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. 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 alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, 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
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wing. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) 2d6+8 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 dragon takes a lair action to cause one of the following effects:
- 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 blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10 1d10 cold damage. Gases and vapors are dispersed by the winds, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent change of being extinguished 1d2 .
Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the last outposts of humanoid civilization. An abandoned mount citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.
Regional Effects
The region containing a legendary silver dragon is warped by the dragon's magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise, the effect is the same as the Control Weather spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that full due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round or 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 there objects as it wishes.
Ancient Silver Dragon CR: 23
STR
30 +10
DEX
10 +0
CON
29 +9
INT
18 +4
WIS
15 +2
CHA
23 +6
Legendary Resistance (3/Day). If the d dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 1d20+17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. Claw. Melee Weapon Attack: +17 1d20+17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) 2d6+10 slashing damage. Tail. Melee Weapon Attack: +17 1d20+17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) 2d8+10 bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom 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 (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons.
- Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save or half as much on a successful one.
- Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must make a DC 24 Consitution 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.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity 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 dragon takes a lair action to cause one of the following effects:
- 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 blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) 1d10 cold damage. Gases and vapors are dispersed by the winds, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent change of being extinguished 1d2
Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the last outposts of humanoid civilization. An abandoned mount citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.
Regional Effects
The region containing a legendary silver dragon is warped by the dragon's magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise, the effect is the same as the Control Weather spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that full due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round or 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 there objects as it wishes.
Silver Dragon Wyrmling CR: 2
STR
19 +4
DEX
10 +0
CON
17 +3
INT
12 +1
WIS
11 +0
CHA
15 +2
Actions
Bite. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. Breath Weapons (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons.
- Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) 4d8 cold damage on a failed save o half as much damage on a successful one.
- Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution 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.
Young Silver Dragon CR: 9
STR
23 +6
DEX
10 +0
CON
21 +5
INT
14 +2
WIS
11 +0
CHA
19 +4
Actions
Multiattack. The dragon makes three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 1d20+10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) 2d10+6 piercing damage. Claw. Melee Weapon Attack: +10 1d20+10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) 2d6+6 slashing damage. Breath Weapon (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons.
- Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) 12d8 cold damage on a failed save, or half as much on a successful save.
- Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution 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.
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