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DND 5E Dragons Homebrew

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Laylyn
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https://forgottenrealms.fandom.com/wiki/Gold_dragon

Gold dragons were the strongest and most majestic of the metallic dragons, and were considered the apex of the draconic race.[1][10] Graceful and wise, they were relentless and dedicated foes of evil, injustice, and foul play.[4][9] While respected for their fairness and knowledge, they were also grim and reserved, and usually avoided casual contact with other dragons.[1]

Description

A gold dragon's head was characterized by a short face with long and smooth metallic horns that swept back from its nose and brow, as well as the neck frills that adorned both sides of its neck. From the mouth and nostrils descended four pairs of long, flexible muscular spines that resembled whiskers or barbels. Along with the dragon's narrow eyes, these features contributed to give them a look of sagacity. As the dragon aged, its pupils faded away until the eyes acquired an appearance of shiny, liquid gold. Other facial features included a pointed tongue and small cheek horns that grew sideways.[1][9][10]

Gold dragons had broad sail-like wings[note 1] that started from their shoulders and extended all the way to the end of their extremely long tails. During flight, the wings moved in a graceful rippling motion that resembled swimming. This elegant flying motion was considered by many scholars, as well as by the gold dragons themselves, to be the most graceful among true dragons. When on the ground, the wings were kept closed upright over its back if the dragon was at rest, or folded facing back if the dragon was walking or running.[1][9]

A newly hatched gold dragon had dark yellow scales dotted with metallic specks that increased in size with age, until they totally covered the scales, giving a shiny and radiant golden color to the adult dragon's entire body.[1][9][10]

Despite being capable of eating almost anything, gold dragons tended to hunt large and dangerous monsters[10] and were particularly fond of including pearls and gems in their diet. Older dragons even had the ability to supernaturally locate gems in their vicinity. They tended to receive such gifts well, except if they were given as bribes.[1][4]

Gold dragons could breathe underwater.[1][4] They gave off scents of saffron and incense,[9] and sometimes a faint smell of molten metal.[10]

Personality

It was common for gold dragons to appoint themselves with quests to promote good. Those that earned a gold dragon's fury found a relentless enemy who would not rest until the utter and complete subjugation of the evildoers. Either by slaying or by bringing villains to justice, a gold dragon's only acceptable outcome was complete victory over evil.[9]

When looking for a lair, gold dragons usually sought secluded and remote locations. They had a preference for idyllic or picturesque locations, such as rivers or the bottom of lakes, cave complexes, ancient ruins, deep gorges, high plateaus, or mist-covered islands.[1][9] They also had a preference for rolling hills, open plains, and in some rare cases even within humanoid communities which they have chosen to protect.[10] They were very private creatures, mostly keeping to themselves and their families and rarely fraternizing with other dragons.[1]

Older gold dragons were capable of shapeshifting into humanoid or beast forms. They usually spent most of the time in this form, even within their lairs. When traveling, it was common for a gold dragon to assume a particularly non-threatening form in order to put adventurers at ease, as well as to observe local communities and to catch up on gossip and news of the outside world. In many cases, the dragon would use its disguise to provide help, company and comfort to those in need, or to set up traps for evildoers by using itself as bait.[1][9]

Strong believers in the greater good and in the rule of order, gold dragons were sometimes viewed as arrogant and dismissive. They tended to avoid philosophical or ethical discussions with beings they deemed inferior, although they enjoyed arguing in favor of law.[9] Due to their vast superiority with respect to the average humanoid, they often had difficulty in understanding the everyday troubles and needs of communities and in some rare instances might even end up becoming tyrants.[10]

Combat

Gold dragons preferred to parlay before a fight, using their intimidating presence and insight to determine if fighting was necessary, to find advantages, and to buy time to cast preparatory spells.[4][9] If fighting became necessary, they made heavy use of fire-based spells such as delayed blast fireball and fire shield, as well as deterrent spells such as cloudkillglobe of invulnerabilitymazesleepslow, and stinking cloud.[4]

A common tactic for gold dragons in a fight was to use their breath weapons as means to scatter and weaken their foes.[3] They possessed two such breath weapons: a powerful fire breath and a cone of weakening gas.[1][4]

Society

Every gold dragon in the world acknowledged a hierarchy which spanned the entire race. This structure had a single elected leader at the top: a wyrm or great wyrm called the King (or Queen) of Justice who bore the honorific "Your Resplendence" and served until death or resignation. The selection of a replacement (either by election or, more frequently, by acclamation) was a process in which all gold dragons took part. It was also possible for two dragons of equal merit to be elected as leaders, in which case they could share duties or alternate leadership.[9][11]

Because gold dragons were well aware of their responsibilities, the duties of the King of Justice were typically light. They would most frequently act as advisors to other dragons and their quests to defeat evil, pointing out consequences and hidden ramifications. Less frequently, the gold dragon ruler acted as a representative of the entire race when dealing with other species, or as a judge in the extremely rare occasion in which a gold dragon committed an offense.[9][11]

Lair

Gold dragons did not have strong preferences about their lairs, but they tended to choose lairs made of stone, such as caves and castles, and recruited other loyal creatures as guards.[3][4]

The lair of a gold dragon possessed some residual magic. While in its lair, a gold dragon had a limited capability to glimpse into the future and to banish invaders into a dream plane of the dragon's own creation. The region around the lair also experienced some magical effects, such as banks of opalescent mists that haunted evil creatures and warned good creatures of danger. The dragon also was capable of establishing a telepathic contact with sleeping creatures within 6 miles (9.7 kilometers) of its lair. Within 1 mile (1.6 kilometers) of the lair, gems and pearls shone and emitted a faint light.[1]

Gold dragons enjoyed treasure that showed artisanship, such as paintings, sculptures, calligraphy and porcelain.[9] They had a great fascination for magic items and loved to add them to their hoards.[11] It was common for them to magically ward their hoards so that it was impossible for an item to be removed without the dragon's knowledge.[1]

Gold dragons were known to reside in the Serpent Hills, the Earthfast Mountains, the Vast, the Graypeak MountainsLoudwater, the Orsraun Mountains and Turmish.[12]

Family and Parenting

When choosing a mate, gold dragons could spend years debating philosophy and ethics and questing together as part of their courtship. Prospective mates then sought approval from the King of Justice. Some gold dragons mated for life through a rite known as the Oath of Concord, while others only mated for a short time. They could be monogamous or hold several mates at the same time.[9][11]

Gold dragons raised their young with exceptional care. A gold dragon wyrmling did not have whiskers, but they developed quickly. It was also common for gold dragon parents to send their young to the care of foster parents. This could serve a variety of reasons, such as freeing the parents for a quest, or just broadening their horizons.[9]

Wyrmling, very young, young, juvenile, and young adult gold dragons tended to be solitary or lived in a clutch of 2 to 5 dragons; adults, mature adults, older dragons, wyrms or great wyrms would live solitarily, in a pair, or a family consisting of a couple of adults and several offspring.[4]

Language

Gold dragons were the only species of dragon to have their own written language. However, they could only write in human form, since their dragon claws were not practical for holding writing equipment.[13]

These dragons even kept records of historic events. The content of these records was mostly useless to human historians however, as they described dragon events like dragon births, trials and deaths, rather than events that affected the non-dragon world.[11]

History

During the glory days of Myth Drannor, before its destruction in the Weeping War, gold dragons were one of the races that dwelled in the City of Song in harmony. At one point before the city's fall, the gold dragons of Myth Drannor aided in magically trapping a powerful demon Rivener who became too powerful to defeat after he stole one of the Baneblades of Demron.[14]

Sometime before 1357 DRProtanther was King of Justice for western Faerûn until he resigned in favor of Lareth,[11] who kept the title until his death in the Year of Rogue Dragons, 1373 DR.[15] He was succeeded by Tamarand, who still held the title as of 1479 DR.[16]

Sometime in the late 1480s DR Protanther represented the gold dragons by gathering a council of metallic dragons in the battle against the reformed Cult of the Dragon's efforts to summon Tiamat.[17]

Notable Gold Dragons

Main article: :Category:Gold dragons

 

 

 

AJ Pickett's

Dungeons and Dragons Lore: Gold Dragon

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Laylyn
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https://roll20.net/compendium/dnd5e/Gold%20Dragon%20Wyrmling?fromList=Gold%20Dragon%20Wyrmling&Name=&Speed=#content

 

Gold Dragon Wyrmling

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

Actions

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

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

 

Attributes

Gold Dragon Wyrmling
Medium dragon, lawful good
 
  • Armor Class 17 (Natural Armor)
  • Hit Points 60 (8d8+24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
 
STR

19 (+4)

 

DEX

14 (+2)

 

CON

17 (+3)

 

INT

14 (+2)

 

WIS

11 (+0)

 

CHA

16 (+3)
 
  • Saving Throws Dex +4, Con +5, Wis +2, Cha +5
  • Skills Perception +4, Stealth +4
  • Damage Immunities Fire
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)
 
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

 

 

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Laylyn
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https://roll20.net/compendium/dnd5e/Young%20Gold%20Dragon?fromList=Young%20Gold%20Dragon&Name=&Speed=#content

Young Gold Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

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 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

 

Attributes

 
Young Gold Dragon
Large dragon, lawful good
 
  • Armor Class 18 (Natural Armor)
  • Hit Points 178 (17d10+85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
 
STR

23 (+6)

 

DEX

14 (+2)

 

CON

21 (+5)

 

INT

16 (+3)

 

WIS

13 (+1)

 

CHA

20 (+5)
 
  • Saving Throws Dex +6, Con +9, Wis +5, Cha +9
  • Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
  • Damage Immunities Fire
  • Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP)
 
  • Amphibious. The dragon can breathe air and water.

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 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.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

 

 

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Laylyn
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https://roll20.net/compendium/dnd5e/Adult%20Gold%20Dragon?fromList=Adult%20Gold%20Dragon&Name=&Speed=#content

 

Adult Gold Dragon

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (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 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.
Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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 ft. of the dragon must succeed on a DC 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.

 

Attributes

Adult Gold Dragon

Huge dragon, lawful good
 
  • Armor Class 19 (Natural Armor)
  • Hit Points 256 (19d12+133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
 
STR

27 (+8)

 

DEX

14 (+2)

 

CON

25 (+7)

 

INT

16 (+3)

 

WIS

15 (+2)

 

CHA

24 (+7)
 
  • Saving Throws Dex +8, Con +13, Wis +8, Cha +13
  • Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge 17 (18,000 XP)
 
  • Amphibious. The dragon can breathe air and water.
  • 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: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., 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 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.
    Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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


Adult Gold 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. Adult Gold Dragon regains spent legendary actions at the start of their 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 ft. of the dragon must succeed on a DC 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.

 

 

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Laylyn
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https://roll20.net/compendium/dnd5e/Ancient%20Gold%20Dragon?fromList=Ancient%20Gold%20Dragon&Name=&Speed=#content

 

Ancient Gold Dragon

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

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 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 24 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.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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 ft. 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.

 

Attributes

 

Ancient Gold Dragon

Gargantuan dragon, lawful good
 
  • Armor Class 22 (Natural Armor)
  • Hit Points 400 (28d20+252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
 
STR

30 (+10)

 

DEX

14 (+2)

 

CON

29 (+9)

 

INT

18 (+4)

 

WIS

17 (+3)

 

CHA

28 (+9)
 
  • Saving Throws Dex +9, Con +16, Wis +10, Cha +16
  • Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)
 
  • Amphibious. The dragon can breathe air and water.
  • 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 ft., one target. Hit: (2d10 + 10) piercing damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., 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 24 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.
    Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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


Ancient Gold 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. Ancient Gold Dragon regains spent legendary actions at the start of their 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 ft. 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.

 

 

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https://forgottenrealms.fandom.com/wiki/Silver_dragon

Silver dragon

Silver dragons, sometimes referred to as shield dragons,[9] were a breed of metallic dragon.[4][9]

Description

The silver dragon was regal and statuesque.[4]

At first glance, a silver dragon appeared very similar to a white dragon. The wings were more curved than a white's, however, and a silver had two talons on its wings rather than the single talon of most dragons. The silver dragon also had a beautiful frill that began at the top of its head and flowed all the way down its neck and body to the tip of its tail. The frill was silver towards the body, fading to a purple hue at the edge. They had two long, smooth silver horns with black tips, pointing up and back from the head. They also had a pronounced sharp frill under the chin, which had the rough appearance of a goatee. They smelled like rain.[9]

They were very intelligent, more so than most humans, extremely powerful, breathtakingly beautiful, and had lifespans that could reach 4,200 years.[7]

Personality

Unlike the gold and bronze dragons, the silver dragon did not usually go out of its way to bring justice to the world. Instead, it waited for others to ask them for help; They would attempt to right an injustice if they saw one, but they had no inclination to intentionally seek evil out and destroy it. Silver dragons were more interested in protecting the humans or elves that came to its care.[9]

One unusual trait they had was the love of human dining;[4][9] moreover, they would use their alternate form ability to take part in large feasts.

Activities

A silver dragon enjoyed the company of humans and elves so much that it would often take the form of a human or elf and live among them for the majority of its life. However, it should be noted that silvers, like all dragons, believed themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoyed greatly, they tended to prefer the physical forms of humanoids for everyday life.[9]

Combat

Like most metallic dragons, silvers did not enjoy combat, and were averse to killing. If forced to fight, however, they were as deadly as any other dragon.[9]

Silver dragons had two separate breath weapons. The first was a cone of freezing cold, similar to that of white dragons. The second was a cone of paralyzing gas.[4]

Society

Silver dragons were extremely rare and elusive, preferring to take the guise of kind and elderly humanoids or very attractive and young humanoids. They very much liked to associate with elves and humans, not necessarily because they preferred their company over other races, but because they tried to learn from the shorter-lived humans.[9]

Most silvers grouped together in "clans", a loose organization of dragons who chose to live together as a family. Clans took communal responsibility for protecting and raising their wyrmlings. A senior member of the clan might act as a leader, but no true leader actually existed. Silver dragons did not feel the need for a strict social structure, since they were most content to live as honestly as possible.[9]

Silver dragons' favored enemy were red dragons because these chromatic dragons were almost always evil and had a talent for destruction. Additionally, silvers and reds favored the same sort of terrain for lairs, which led to territorial disputes on top of having attitudes and philosophies at odds with the others.[9]

Dragons could live for millennia, while humans only lived a few decades. This vast difference in time led to inherent psychological differences concerning time. Dragons tended to think things through for years at a time, using their razor-sharp intellects to hone a plan to perfection, solve incalculable puzzles, or other such things. Silver dragons, however, noted that humans were able to accomplish much in their short lifespans because of their ambitious drive for success. When a silver dragon could combine its own long-term perspective with a quick and ambitious attitude, the benefit was undeniable.[9]

Some silver dragons served certain deities as servants, including Aerdrie FaenyaArvoreenCorellonEilistraeeGaerdal IronhandGorm GulthynLabelas EnorethMoradinSehanine MoonbowTorm, and Yondalla.[10]

Lair

A silver dragon's lair was typically found within an icy mountain.[9]

Family and Parenting

A newly hatched silver wyrmling had scales of a bluish gray, which changed to silver over time.[5]

Silver dragon living with non-dragons would grow attached to them and maintain a long-term relationship. As they died, the silver dragon, grieved by the loss, continued to associate with their descendants, remaining a friend through many generations. If the dragon felt they could trust these non-dragons enough, it might even decide to reveal its true self.[9]

History

During the Time of Troubles of the Year of Shadows, 1358 DR, a brainwashed Luna used shapechange to turn into a silver dragon and attacked her friends Vajra ValmeyjarKyriani AgrivarOnyx the Invincible, and Timoth Eyesbright outside the House of the Moon. However, the spell did not last long, and she quickly reverted to human form.[11][note 2]

Notable Silver Dragons

 

 

 

AJ Pickett's

Dungeons and Dragons Lore: Silver Dragon

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https://roll20.net/compendium/dnd5e/Silver%20Dragon%20Wyrmling?fromList=Silver%20Dragon%20Wyrmling&Name=&Speed=#content

 

Silver Dragon Wyrmling

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (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 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 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.

 

Attributes

 

Silver Dragon Wyrmling

Medium dragon, lawful good
 
  • Armor Class 17 (Natural Armor)
  • 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 Ft., Darkvision 60 Ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 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 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 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.
 
 
 

 

 

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https://roll20.net/compendium/dnd5e/Young%20Silver%20Dragon?fromList=Young%20Silver%20Dragon&Name=&Speed=#content

Young Silver Dragon

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (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 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.

 

Attributes

 

Young Silver Dragon

Large dragon, lawful good
 
  • Armor Class 18 (Natural Armor)
  • 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 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.
  • 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.
  • 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.
 
 
 

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https://roll20.net/compendium/dnd5e/Adult%20Silver%20Dragon?fromList=Adult%20Silver%20Dragon&Name=&Speed=#content

 

Adult Silver Dragon

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (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 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 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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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 ft. of the dragon must succeed on a DC 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.

 

Attributes

 

Adult Silver Dragon

Huge dragon, lawful good
 
  • Armor Class 19 (Natural Armor)
  • 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 Ft., Darkvision 120 Ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 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 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., 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 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 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


Adult Silver 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. Adult Silver Dragon regains spent legendary actions at the start of their 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 ft. of the dragon must succeed on a DC 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.
 

 

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