Large dragon (metallic dragon), lawful good
Armor Class 18 (Natural Armor)
Hit Points 168 (16d10+80)
Speed 40 ft., fly 80 ft.
Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 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 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)
ACTIONS
- Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
- Multiattack (suggested). The dragon makes four attacks.
- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
- Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
- Kick (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target behind the dragon. Hit: 13 (2d6 + 6) slashing damage. The target must succeed on a DC 18 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 18 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +10 to hit, reach 5 ft., one or more targets on the ground. Hit: 17 (2d10 + 6) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+4) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 17 Constitution saving throw or be pinned under the dragon, taking 16 (2d10 + 5) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 17 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
- Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 18 Dexterity saving throw or be grappled (escape DC 18) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 13 (2d6 + 6) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
- Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. In addition, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
- Wing Buffet (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. In addition, the target must succeed on a DC 18 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
- 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 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 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Young silver dragons are majestic and noble creatures that resemble white dragons in appearance, but have more curved wings and two talons on their wings instead of one. They have smooth scales that shine like polished silver, and a long, slender tail that ends in a spear-like tip. Their eyes are deep blue or violet, and they have a crest of three horns on their head. Young silver dragons are about 16 feet long and weigh about 1,600 pounds.
COMBAT
Young silver dragons are lawful good in alignment and prefer to avoid unnecessary violence. They are friendly and curious, and often take on the form of humanoids to interact with other races. They are also very intelligent and have a keen interest in history and arcane lore. However, if they are threatened or provoked, they will not hesitate to use their formidable breath weapons. They can exhale either a cone of freezing cold or a cone of paralyzing gas, both of which can incapacitate their foes. They are also skilled in melee combat, using their bite and claws to inflict serious damage. Young silver dragons have a natural resistance to cold and can see in the dark.
HABITAT / SOCIETY
Young silver dragons live in high mountains or hills, often near human settlements. They enjoy the company of other silver dragons, as well as other good-aligned creatures. They are loyal and generous to their friends, and will often share their treasure or knowledge with them. Young silver dragons are also very protective of their lairs, which they decorate with art and sculptures. They collect items that have historical or magical significance, as well as books and scrolls. They sometimes invite guests to their lairs, but only if they trust them completely.
ECOLOGY
Young silver dragons are omnivorous, but prefer to eat fish, birds, and small mammals. They also enjoy fruits and vegetables, especially those that are rare or exotic. They have a lifespan of about 500 years, and reach adulthood at around 100 years. They mate for life, and usually have one or two offspring at a time. They care for their young until they are old enough to fend for themselves, and then remain in contact with them throughout their lives. Young silver dragons are valued allies of good-aligned creatures, and often aid them in their quests or battles against evil. They also seek to preserve the balance of nature and protect the innocent from harm.