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SRD (p.305)

Adult Silver Dragon CR: 16

Huge dragon, lawful good
Armor Class: 19
Hit Points: 243
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, CON +12, WIS +6, CHA +10
Skills: Arcana +8, History +8, Perception +11, Stealth +5
Damage Immunities: Cold
Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 21
Languages: Common, Draconic
Challenge Rating: 16 ( 15000 XP)
Proficiency Bonus: +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 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 18 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). 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) 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 wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (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) 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.
An additional lair action to consider is:
  • Icy Grip. A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon’s choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.

Silver dragons make their lairs on mountaintops and in the clouds. Often, this has less to do with concerns such as security and privacy, and more to do with meeting or exceeding expectations. If humans, elves, and dwarves expect dragons to be found in such lofty environs, that’s what they’ll get.

This inclination toward using high-altitude locales as sites for lairs isn’t without complications, though. Silver dragons often end up in competition with other dragons, notably red dragons, for control of such places. And even after establishing their lairs, silver dragons often need to fight to protect their dominion.   The lair of a silver dragon is always an impressive sight. Young dragons make their homes in icy cliffs, excavating space for themselves within the mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with its highest levels extending fully into the sky.

Some silver dragon features to consider are as follows:

  • Antechamber. The antechamber was once an ancient throne room or mountain shrine, but time has eroded any clues as to its original builders. Its walls are hung with velvet tapestries featuring heroic figures performing a variety of glorious acts.
  • Side Chambers. A few small private side chambers allow the dragon (usually in Humanoid guise) to meet with visitors.
  • Cloud Bridge. From the antechamber, visitors travel upward along a path of clouds. The impressive route is not as dangerous as its lack of railings and the literal airiness of each footstep might suggest.
  • Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts visitors in grand style. Though this court is often surrounded by clouds, the dragon can clear them away with a moment’s thought, revealing a breathtaking view of the surrounding region.
  • Majestic Temple. The final section of the lair is a grand domed temple set with a plethora of comfortable furnishings. Here and there, souvenirs from the silver dragon’s long life are positioned with great care.
  • Under Temple. A broad shaft in the temple opens into a treasury chamber below, where the dragon’s hoard is arranged in gleaming splendor.

Regional Effects

The region containing a legendary silver dragon’s lair 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 identical to the control weather spell.
  • Within 1 mile 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 60 feet 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.

The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.
A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.
  Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.   Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.
Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.
  Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating.   Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

Suggested Environments

Mountain, Urban


Created by

tokranepo.

Statblock Type

Monster

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