Young Silver Dragon
Large Dragon, lawful good
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: 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.
Quick Reference
Running This Encounter
The Young Silver Dragon is intelligent and inherently good, making it an excellent ally or moral quandary rather than a straightforward foe. Use its Legendary Actions to maintain control of the battlefield while its Intelligence (18) allows it to recognize when to parley or assess threats. Position it in a lightly-obscured area to maximize its breath weapon effectiveness, and give it minions or environmental hazards to control pacing. Consider that defeat might trigger surrender and negotiation rather than to-the-death combat.
Combat Tactics
The dragon leads with its Cone of Cold (60-foot cone, DEX save DC 17) to damage and potentially separate the party, then uses Multiattack with bite and claw strikes against priority targets. It leverages Legendary Actions to move defensively, use Tail attacks, or cast spells like Detect Thoughts or Faerie Fire to control the engagement and support weaker allies.
Environment & Setting
Mountain peaks, crystalline caves, or snow-covered fortresses with high perches for flight and aerial advantage. Include icy terrain, crevasses, or pillars to create vertical combat challenges and natural cover.