Size:
± Large (48-ft long)
Type:
Dragon
Form:
Temper:
# App:
± 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 90'
Climb/Arboreal:
Flight:
± 240' (AA:II)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Silver Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Silver Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +12
Wisdom: +6
Constitution: +10
Attributes
Strength: 27
Dexterity: 10
Constitution: 25
Intelligence: 16
Wisdon: 13
Charisma: 21
Skills
arcana: +8
history: +8
perception: +11
stealth: +5
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 21
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 19, 11 to hit with spell attacks):
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)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 19, 11 to hit with spell attacks):
Ice Storm (level 5 version)
Zone of Truth
Immunities
Damage Immunities
cold
Legendary Action
Chill
The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Cold Gale
dex 19, each creature in a 60-foot-long, 10-foot-wide Line [Area of Effect]|Line. 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Half damage only. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 22 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.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Cold Breath {@recharge 5}
con 20, each creature in a 60-foot Cone [Area of Effect]|Cone. 54 (12d8) Cold damage. Half damage.
Action
Paralyzing Breath
con 20, each creature in a 60-foot Cone [Area of Effect]|Cone. 1 The target has the Incapacitated condition until the end of its next turn, when it repeats the save. 2 The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Action
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 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.
Action
Breath Weapons {@recharge 5}
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 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 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.
Action
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.
Offense
Bite
Circumstance: Melee
13 to hit, reach 10 ft., one target. (2d10 + 8) piercing damage.
Offense
Rend
Circumstance: Melee
13, reach 10 ft. (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage.
Offense
Claw
Circumstance: Melee
13 to hit, reach 5 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
13 to hit, reach 15 ft., one target. (2d8 + 8) bludgeoning damage.
Languages
Common
Draconic
Environments
mountain
urban
Adult silver dragons love to spend time among various peoples. Rather than manipulating politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of the past. Silver dragons often surround themselves with like-minded allies and are watchful for hidden threats.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Silver Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Silver Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Silver Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +16
Wisdom: +9
Constitution: +13
Attributes
Strength: 30
Dexterity: 10
Constitution: 29
Intelligence: 18
Wisdon: 15
Charisma: 23
Skills
arcana: +11
history: +11
perception: +16
stealth: +7
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 26
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 23, 15 to hit with spell attacks):
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)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 23, 15 to hit with spell attacks):
Control Weather
Ice Storm (level 7 version)
Teleport
Zone of Truth
Immunities
Damage Immunities
cold
Legendary Action
Chill
The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Cold Gale
dex 23, each creature in a 60-foot-long, 10-foot-wide Line [Area of Effect]|Line. 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Half damage only. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 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.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Cold Breath {@recharge 5}
con 24, each creature in a 90-foot Cone [Area of Effect]|Cone. 67 (15d8) Cold damage. Half damage.
Action
Paralyzing Breath
con 24, each creature in a 90-foot Cone [Area of Effect]|Cone. 1 The target has the Incapacitated condition until the end of its next turn, when it repeats the save. 2 The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Action
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 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.
Action
Breath Weapons {@recharge 5}
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 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath: The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a 24 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.
Action
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.
Offense
Bite
Circumstance: Melee
17 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage.
Offense
Rend
Circumstance: Melee
17, reach 15 ft. (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.
Offense
Claw
Circumstance: Melee
17 to hit, reach 10 ft., one target. (2d6 + 10) slashing damage.
Offense
Tail
Circumstance: Melee
17 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage.
Languages
Common
Draconic
Environments
mountain
urban
Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other worlds and planes of existence, creating extraplanar alliances or combating multiplanar threats. They might have guises in multiple societies and forge generation-spanning friendships with heroic families or valorous groups.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Silver Dragon)
Actions/Abilities/Traits: D&D 5e (Silver Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Silver Dragon Wyrmling)
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +5
Wisdom: +2
Constitution: +4
Attributes
Strength: 19
Dexterity: 10
Constitution: 17
Intelligence: 12
Wisdon: 11
Charisma: 15
Skills
perception: +4
stealth: +2
Senses
blindsight 10 ft.
darkvision 60 ft.
Passive Perception: 14
Immunities
Damage Immunities
cold
Action
Multiattack
The dragon makes two Rend attacks.
Action
Breath Weapons {@recharge 5}
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 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or 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 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.
Action
Cold Breath {@recharge 5}
con 13, each creature in a 15-foot Cone [Area of Effect]|Cone. 18 (4d8) Cold damage. Half damage.
Action
Paralyzing Breath
con 13, each creature in a 15-foot Cone [Area of Effect]|Cone. 1 The target has the Incapacitated condition until the end of its next turn, when it repeats the save. 2 The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Offense
Bite
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d10 + 4) piercing damage.
Offense
Rend
Circumstance: Melee
6, reach 5 ft. (1d10 + 4) Piercing damage.
Languages
Draconic
Environments
mountain
urban
Silver dragon wyrmlings typically live with one or more parents or mentors, learning much about the world and its past before living on their own.
5e Tools
Actions/Abilities/Traits: D&D 5e (Silver Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Silver Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Silver Greatwyrm)
Saving Throws
Saving Throw Bonuses
Dexterity: +11
Consitution: +17
Intelligence: +13
Wisdom: +14
Constitution: +18
Attributes
Strength: 30
Dexterity: 16
Constitution: 29
Intelligence: 21
Wisdon: 22
Charisma: 30
Skills
insight: +14
perception: +22
persuasion: +18
Senses
truesight 120 ft.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Passive Perception: 32
Trait
Metallic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Immunities
Condition Immunities
charmed
frightened
poisoned
Immunities
Damage Immunities
cold
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm uses one of the following breath weapons:
Elemental Breath: The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a 25 Dexterity saving throw, taking 84 (13d12) cold damage on a failed save, or half as much damage on a successful one.
Sapping Breath: The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action
Change Shape
The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Silver Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Silver Dragon)
Actions/Abilities/Traits: D&D 5e (Young Silver Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +9
Wisdom: +4
Constitution: +8
Attributes
Strength: 23
Dexterity: 10
Constitution: 21
Intelligence: 14
Wisdon: 11
Charisma: 19
Skills
arcana: +6
history: +6
perception: +8
stealth: +4
Senses
blindsight 30 ft.
darkvision 120 ft.
Passive Perception: 18
Immunities
Damage Immunities
cold
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Cold Breath {@recharge 5}
con 17, each creature in a 30-foot Cone [Area of Effect]|Cone. 49 (11d8) Cold damage. Half damage.
Action
Breath Weapons {@recharge 5}
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 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath: The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a 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.
Action
Paralyzing Breath
con 17, each creature in a 30-foot Cone [Area of Effect]|Cone. 1 The target has the Incapacitated condition until the end of its next turn, when it repeats the save. 2 The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Offense
Bite
Circumstance: Melee
10 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage.
Offense
Rend
Circumstance: Melee
10, reach 10 ft. (2d8 + 6) Slashing damage.
Offense
Claw
Circumstance: Melee
10 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Languages
Common
Draconic
Environments
mountain
urban
Young silver dragons usually have close ties with elder metallic dragons or heroic role models, helping those with great goals achieve their ambitions. They might serve as messengers for or representatives of such do-gooders.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Silver Dragon)
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Treasure: Treasure: 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000 gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 1d4 scrolls (50%)
Special
Spellcasting
A silver dragon gains spells as if it were a wizard of a level equal to its age category.
Special
Breath Weapon
Silver dragon breath is a blast of frost (like that of a white dragon) or a cloud of paralysing gas (like a green dragon except those who fail their saves are paralysed for 3d4 turns), at the dragon's option. The dragon may use breath weapons up to three times per day.
Special
Shape-changing
Silver dragons often use shape-changing powers to watch, observe and help people.
Defense
Special Defenses
Circumstance: Combat
See below
Offense
3 Attacks
Circumstance: Combat
1d6/1d6/5d6
Offense
Special Attacks
Circumstance: Combat
See below
Environments
Frequency:
Very rare
mountains
Lawful good dragons that dwell in high places and often use shape-changing powers to observe and help people
Dwelling in high places such as mountaintops or among the clouds, like gold dragons, silver dragons epitomize law and goodness. They are interested in the ways of man and often use shape-changing powers to watch, observe and help people. They prefer to have their lairs in places isolated from prying eyes, however, and thus often place their entrances in lakes or ponds. They have found that their treasure hordes are tempting targets for evil or even neutral adventurers.
Silver dragons usually speak (75%), and if they can speak, usually (75%) cast magic. Occasionally (15%), they will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.
Dragons also sometimes feign sleep.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 1e (Adult Silver Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Adult Silver Dragon)
Aura: frightful presence (180 ft., DC 23)
Actions/Abilities/Traits: Pathfinder 1e (Adult Silver Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Silver Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Silver Dragon)
Aura: cold, frightful presence (300 ft., DC 29)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Silver Dragon)
The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance.
Upon reaching adulthood, silver dragons have acquired sufficient experience and knowledge of the world to set up a safe lair. While other dragons are content to remain within their secluded homes, silver dragons often risk leaving to meddle in humanoid affairs.
The life of an adult silver dragon is one of devotion and self-sacrifice, with every one of them relentlessly dedicating themselves to what they deem to be fair and good. It is often a trying path, as the dragon works to preserve, assist, and support from the shadows, expecting neither reward nor recognition. A silver dragon's tremendous determination usually allows them to bear such a life, but some can be engulfed by resentment, bitterness, or resignation, which leads to selfishness, or even corruption. A corrupted silver dragon is as rare as it is dangerous.
5e SRD
Lawful good dragons that dwell in high places and often use shape-changing powers to observe and help people
Dwelling in high places such as mountaintops or among the clouds, like gold dragons, silver dragons epitomize law and goodness. They are interested in the ways of man and often use shape-changing powers to watch, observe and help people. They prefer to have their lairs in places isolated from prying eyes, however, and thus often place their entrances in lakes or ponds. They have found that their treasure hordes are tempting targets for evil or even neutral adventurers.
Silver dragons usually speak (75%), and if they can speak, usually (75%) cast magic. Occasionally (15%), they will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers.
Dragons also sometimes feign sleep.
OSRIC