Dragon, Silver (Ancient)

Family: Dragons - Metallic

Gargantuan dragon, lawful good

Armor Class 22 (natural armor)
Hit Points 487 (25d20 + 225)
Speed 40 ft., fly 80 ft.

30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 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 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 23 (50,000 XP)

Special Traits

  • Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.


  • 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 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
  • Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
  • Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (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 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 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 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

A Silver Dragon’s Lair

The dragon’s magic changes their environment to suit their shape and grant it an edge within its domain.

Regional Effects

The presence of a silver dragon can be noticed from several miles away, marked by a feeling of serenity and contemplation.

  • Breath Weapons (Recharge 4-6). When the dragon is in its lair, its breath weapons recharge on 4-6 instead of 5-6.
  • Chatty Reflections. A silver dragon can speak to its guests at will via the reflective surfaces of the art pieces scattered across its domain. For the creature, it feels as though it is speaking to its own reflection in water, a mirror, or a panel of glass.
  • Cool Breeze. Even in summer, the temperature within a silver dragon’s domain never rises above 70 °F above ground. Below, the ground is layered with ice. The dragon can make the floor slick at will, turning it into difficult terrain. Any creature the dragon finds welcome becomes immune to cold within its realm.
  • Glass Palace. A silver dragon’s domain contains strange and incredibly detailed crystalline structures, exquisitely delicate arrangements that occur both out in the open, and within its glass palaces. Slate, crystal, glass, ice, and frost all blend in fragile works of art. Each is enchanted by a permanent effect similar to the alarm spell. A mere touch is sufficient for the dragon to immediately receive a short mental vision of the creature that triggered the alarm. Sometimes, silver dragons arrange sensor-like arrays at the entrance of their lair, structures resembling unsteady games of mikado, thus ensuring they won’t be caught flat-footed. These structures automatically retake their shape every day as long as the dragon’s influence lasts.
  • Signs. A silver dragon can manifest crystalline or icy structures within its domain and within 2 miles of it. The dragon can break them at will, causing them to fall at specific angles to serve as signs, allowing the dragon to, among other things, provide lost travelers with directions.

Lair Actions

Inside its lair, the dragon can take a lair action on initiative count 20 (losing all initiative ties).

    • Foresight. During a target creature’s next turn, the dragon gains the effects of the foresight spell. The dragon can target itself.
    • Inhale. The dragon tries to catch its breath. Roll a d6. On a 6, it can use the Breath Weapons action again.
    • Magic Resistance. Until its next lair action, the dragon has advantage on saving throws against spells and other magical effects.
    • Movement. The dragon can move a number of feet equal to its speed.
    • Secret Traps. The dragon can trigger one of the two following traps, which are otherwise undetectable:
      • Neutralizing Gas. Gas spews forth in a 5-foot-radius from a point within the same room as the dragon. Each creature within the area of effect must succeed on a DC 20 Constitution saving throw or be blinded. If the saving throw fails by 5 or more, the target is also poisoned while blinded in this way; if it fails by 10 or more, the target is also stunned while blinded and poisoned in this way; if it fails by 15 or more, the target is also paralyzed while blinded, poisoned, and stunned in this way. The creature can repeat the saving throw at the end of each of its turns, ending a condition of its choice on itself on a success.
      • Trapdoor. The trapdoor is 10 ft. × 10 ft. and swings open under a creature that the dragon can see. The creature must succeed on a DC 15 Dexterity saving throw or fall 20 ft. into a pit inscribed with a glyph, making it an area of dead magic. The creature must succeed on a DC 20 Strength (Athletics) check to exit the pit unless it has a flying or climbing speed through nonmagical means.
      • Sturdy Scales. Until its next lair action, the dragon has resistance to nonmagical bludgeoning, piercing, and slashing damage.


The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance.

The personality of an ancient dragon is molded by the ordeals it has faced. Those who reach full maturity have known success and failure, and have seen civilizations blossom and collapse. They may retain a proactive outlook on life or may be more disillusioned. As time goes on, a silver dragon grows ever more distant from the daily lives of surface dwellers. Their perception of good and evil changes. The balance of powers and the respect of natural cycles take precedence over any other consideration. Ancient silver dragons involve themselves more and more rarely in the everyday affairs of humanoids, instead acting on a much larger scale.

Some bards lament those silver dragons who have lost the will to fight and retreat to their domain, slumbering for eternity… That is, until adventurers arrive and convince them to take up arms again to drive off a great evil.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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