Silver Dragon Species in Faerûn | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Silver Dragon

Overview

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 dragons 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.  

A Silver Dragon's Lair

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 lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.  

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 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.
 

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.    

Silver Dragon Wyrming CR: 2 (450 XP)

Medium dragon, lawful good
Armor Class: 17
Hit Points: 45 (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, Con +5, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: Cold
Senses: Blindsight 10 feet, Darkvision 60 feet, Passive Perception 14
Languages: Draconic
Challenge Rating: 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d10 + 4 piercing damage.   Breath Weapons (Recharge 5-6). 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 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 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 (5,000 XP)

Large dragon, lawful good
Armor Class: 18
Hit Points: 168 (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, Con +9, Wis +4, Cha +8
Skills: Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities: Cold
Senses: Blindsight 30 feet, Darkvision 120 feet, Passive Perception 18
Languages: Common, Draconic
Challenge Rating: 9 (5,000 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 2d10 + 6 piercing damage.   Claw. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 2d6 + 6 slashing damage.   Breath Weapons (Recharge 5-6). 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 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 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.

   

Adult Silver Dragon CR: 16 (15,000 XP)

Huge dragon, lawful good
Armor Class: 19
Hit Points: 243 (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, Con +12, Wis +6, Cha +10
Skills: Arcana +8, History +8, Perception +11, Stealth +5
Damage Immunities: Cold
Senses: Blindsight 60 feet, Darkvision 120 feet, Passive Perception 21
Languages: Common, Draconic
Challenge Rating: 16 (15,000 XP)

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 feet, one target. Hit: 2d10 + 8 piercing damage.   Claw. Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 2d6 + 8 slashing damage.   Tail. Melee Weapon Attack: +13 to hit, reach 15 feet, one target. Hit: 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 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 2d6 + 8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

   

Ancient Silver Dragon CR: 23 (50,000 XP)

Gargantuan dragon, lawful good
Armor Class: 22
Hit Points: 487 (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, Con +16, Wis +9, Cha +13
Skills: Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities: Cold
Senses: Blindsight 60 feet, Darkvision 120 feet, Passive Perception 26
Languages: Common, Draconic
Challenge Rating: 23 (50,000 XP)

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: +17 to hit, reach 15 feet, one target. Hit: 2d10 + 10 piercing damage.   Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, one target. Hit: 2d6 + 10 slashing damage.   Tail. Melee Weapon Attack: +17 to hit, reach 20 feet, one target. Hit: 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). 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 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 DC 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.
  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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 2d6 + 10 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Genetic Ancestor(s)
Lifespan
1,200 years
Average Weight
350 to 2,700 pounds
Average Length
12 to 45 feet

Comments

Please Login in order to comment!