Silver Dragons

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Silver Dragons

Silver Dragon Wyrmling

Silver Dragon Wyrmling

Medium dragon Lawful Good

Armor Class 17; Initiative +2

Hit Points 45 (6d8 + 18)

Speed fly 60 ft., walk 30 ft.

Strength 19 (+4); Dexterity 10 (+0); Constitution 17 (+3); Intelligence 12 (+1); Wisdom 11 (+0); Charisma 15 (+2)

Saving Throws Dexterity +2, Wisdom +2

Skills Perception +4, Stealth +2

Damage Immunities cold

Senses darkvision 60 ft., blindsight 10 ft.

Languages draconic

Challenge 2; Proficiency Bonus +2

Silver Dragons

Silver Dragon Wyrmling

Multiattack. The silver dragon wyrmling makes two Rend attacks.

Rend. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 9 (1d10 + 4) piercing damage.

Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone.
Failure: 18 (4d8) cold damage.
Success: Half damage.

Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone.
First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save.
Second Failure: 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.

Young Silver Dragon

Young Silver Dragon

Large dragon Lawful Good

Armor Class 18; Initiative +4

Hit Points 168 (16d10 + 80)

Speed fly 80 ft., walk 40 ft.

Strength 23 (+6); Dexterity 10 (+0); Constitution 21 (+5); Intelligence 14 (+2); Wisdom 11 (+0); Charisma 19 (+4)

Saving Throws Dexterity +4, Wisdom +4

Skills History +6, Perception +8, Stealth +4

Damage Immunities cold

Senses darkvision 120 ft., blindsight 30 ft.

Languages common, draconic

Challenge 9; Proficiency Bonus +4

Silver Dragons

Multiattack. The young silver dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath.

Rend. Melee Weapon Attack: +10 to hit, reach 10 ft.. Hit: 15 (2d8 + 6) piercing damage.

Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone.
Failure: 49 (11d8) cold damage.
Success: Half damage.

Paralyzing Breath. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone.
First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save.
Second Failure: 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.

Adult Silver Dragon

Adult Silver Dragon

Huge dragon Lawful Good

Armor Class 19; Initiative +10

Hit Points 216 (16d12 + 112)

Speed fly 80 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 27 (+8); Dexterity 10 (+0); Constitution 25 (+7); Intelligence 16 (+3); Wisdom 13 (+1); Charisma 22 (+6)

Saving Throws Dexterity +5, Wisdom +6

Skills History +8, Perception +11, Stealth +5

Damage Immunities cold

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 16; Proficiency Bonus +5

Silver Dragons

Legendary Resistance. 3/day (4/day in lair). If the adult silver dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The adult silver dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.

Rend. Melee Weapon Attack: +13 to hit, reach 5 ft.. Hit: 17 (2d8 + 8) slashing plus 4 (1d8) cold damage.

Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone.
Failure: 54 (12d8) cold damage.
Success: Half damage.

Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone.
First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save.
Second Failure: 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.

Spellcasting. 1 use per day. The adult silver dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
At Will: 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)
1/Day Each: Ice Storm (level 5 version), Zone of Truth

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Hold Monster. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Ice Knife. +11 to hit, range 60 ft.. Hit: 5 (1d10) piercing damage. You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Ice Storm. Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Zone of Truth. You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Chill. The adult silver dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.

Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line.
Failure: 14 (4d6) cold damage, and the target is pushed up to 30 feet straight away from the adult silver dragon.
Success: Half damage only.
Failure or Success: The adult silver dragon can't take this action again until the start of its next turn.

Pounce. The adult silver dragon moves up to half its Speed, and it makes one Rend attack.

Hold Monster. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Ancient Silver Dragon

Ancient Silver Dragon

Gargantuan dragon Lawful Good

Armor Class 22; Initiative +14

Hit Points 468 (24d20 + 216)

Speed fly 80 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 30 (+10); Dexterity 10 (+0); Constitution 29 (+9); Intelligence 18 (+4); Wisdom 15 (+2); Charisma 26 (+8)

Saving Throws Dexterity +7, Wisdom +9

Skills History +11, Perception +16, Stealth +7

Damage Immunities cold

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 23; Proficiency Bonus +7

Silver Dragons

Multiattack. The ancient silver dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast (level 2 version).

Legendary Resistance. 4/day (5/day in lair). If the ancient silver dragon fails a saving throw, it can choose to succeed instead.

Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone.
Failure: 67 (15d8) cold damage.
Success: Half damage.

Rend. Melee Weapon Attack: +17 to hit, reach 15 ft.. Hit: 19 (2d8 + 10) slashing plus 9 (2d8) cold damage.

Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone.
First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save.
Second Failure: 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.

Spellcasting. 1 use per day. The ancient silver dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
At Will: 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)
1/Day Each: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth

Chill. The ancient silver dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.

Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line.
Failure: 14 (4d6) cold damage, and the target is pushed up to 30 feet straight away from the ancient silver dragon.
Success: Half damage only.
Failure or Success: The ancient silver dragon can't take this action again until the start of its next turn.

Pounce. The ancient silver dragon moves up to half its Speed, and it makes one Rend attack.

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Hold Monster. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Ice Knife. +15 to hit, range 60 ft.. Hit: 5 (1d10) piercing damage. You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Control Weather. You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation | | Stage | Condition
| 1 | Clear
| 2 | Light clouds
| 3 | Overcast or ground fog
| 4 | Rain, hail, or snow
| 5 | Torrential rain, driving hail, or blizzard

Temperature | | Stage | Condition
| 1 | Heat wave
| 2 | Hot
| 3 | Warm
| 4 | Cool
| 5 | Cold
| 6 | Freezing

Wind | | Stage | Condition
| 1 | Calm
| 2 | Moderate wind
| 3 | Strong wind
| 4 | Gale
| 5 | Storm

Ice Storm. Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Teleport. This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.
Teleportation Outcome | | Familiarity | Mishap | Similar Area | Off Target | On Target
| Permanent circle | - | - | - | 01-00
| Linked object | - | - | - | 01-00
| Very familiar | 01-05 | 06-13 | 14-24 | 25-00
| Seen casually | 01-33 | 34-43 | 44-53 | 54-00
| Viewed once or described | 01-43 | 44-53 | 54-73 | 74-00
| False destination | 01-50 | 51-00 | - | -

Familiarity. Here are the meanings of the terms in the table's Familiarity column:

  • "Permanent circle" means a permanent teleportation circle whose sigil sequence you know.
  • "Linked object" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.
  • "Very familiar" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.
  • "Seen casually" is a place you have seen more than once but with which you aren't very familiar.
  • "Viewed once or described" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.
  • "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 16 (3d10) force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.
Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.
On Target. You and your group (or the target object) appear where you intended.

Zone of Truth. You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Hold Monster. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.