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Silver Dragon

Encompassed species

Adult Silver Dragon CR: 16

Huge dragon , lawful good
Armor Class: 19 (natural armor)
Hit Points: 243 (18d12+126) 18d12+126
Speed: 40 ft , fly: 80 ft

STR

27 +8

DEX

10 +0

CON

25 +7

INT

16 +3

WIS

13 +1

CHA

21 +5

Saving Throws: Dex +5 1d20+5 , Con +12 1d20+12 , Wis +6 1d20+6 , Cha +10 1d20+10
Skills: Arcana +8 1d20+8 , History +8 1d20+8 , Perception +11 1d20+11 , Stealth +5 1d20+5
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages: Common, Draconic
Challenge Rating: 16

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.
If the dragon dies, changed weather reverts to normal as described in the spell, and the other effects fade in 1d10 1d10 days.

Ancient Silver Dragon CR: 23

Gargantuan dragon , lawful good
Armor Class: 22 (natural armor)
Hit Points: 487 (25d20+225) 25d20+225
Speed: 40 ft , fly: 80 ft

STR

30 +10

DEX

10 +0

CON

29 +9

INT

18 +4

WIS

15 +2

CHA

23 +6

Saving Throws: Dex +7 1d20+7 , Con +16 1d20+16 , Wis +9 1d20+9 , Cha +13 1d20+13
Skills: Arcana +11 1d20+11 , History +11 1d20+11 , Perception +16 1d20+16 , Stealth +7 1d20+7
Damage Immunities: cold
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages: Common, Draconic
Challenge Rating: 23

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.
  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 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.
If the dragon dies, changed weather reverts to normal as described in the spell, and the other effects fade in 1d10 1d10 days.

Silver Dragon Wyrmling CR: 2

Medium dragon , lawful good
Armor Class: 17 (natural armor)
Hit Points: 45 (6d8+18) 6d8+18
Speed: 30 ft , fly: 60 ft

STR

19 +4

DEX

10 +0

CON

17 +3

INT

12 +1

WIS

11 +0

CHA

15 +2

Saving Throws: Dex +2 1d20+2 , Con +5 1d20+5 , Wis +2 1d20+2 , Cha +4 1d20+4
Skills: Perception +4 1d20+4 , Stealth +2 1d20+2
Damage Immunities: cold
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages: Draconic
Challenge Rating: 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

Large dragon , lawful good
Armor Class: 18 (natural armor)
Hit Points: 168 (16d10+80) 16d10+80
Speed: 40 ft , fly: 80 ft

STR

23 +6

DEX

10 +0

CON

21 +5

INT

14 +2

WIS

11 +0

CHA

19 +4

Saving Throws: Dex +4 1d20+4 , Con +9 1d20+9 , Wis +4 1d20+4 , Cha +8 1d20+8
Skills: Arcana +6 1d20+6 , History +6 1d20+6 , Perception +8 1d20+8 , Stealth +4 1d20+4
Damage Immunities: cold
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18 
Languages: Common, Draconic
Challenge Rating: 9

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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