Dragons of Courage and Fairness
Habitat: Mountain, Urban; Treasure: Arcana
Young silver dragons usually have close ties with elder metallic dragons or heroic role models, helping those with great goals achieve their ambitions. They might serve as messengers for or representatives of such do-gooders.
Silver Dragons
Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.
Silver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.
Silver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.
Silver Dragon Lairs
Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud “islands.”
The region containing an adult or ancient silver dragon’s lair is changed by its magic, creating the following effects:
Gentle Gusts. Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling.
Sun and Storms. While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action.
If the dragon dies or moves its lair elsewhere, these effects end immediately.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing 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.