#silver dragons
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number-1-haxorus-fan · 1 year ago
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So, we all know about Gold Dragon, Silver Dragons, Bronze and Brass ones, but what if there was a Uranium one?
Imagine Dragons: Radioactive
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honourablejester · 1 year ago
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Thoughts for a Draconic Ravenloft Darklord
While I’m thinking about Ravenloft again, I have a sketch of a thought for a homebrew Darklord and her domain. This is building strongly from a post I did a while back on ideas for villainous metallic dragons. In particular, villainous silver dragons. Because the juxtaposition of virtue and villainy is really powerful on a silver dragon.
Listen. Some snippets from the Monster Manual description for silver dragons:
“Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.”
“A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.”
Silver dragons are ‘dragons of virtue’. Famously so. They believe in moral lives of good deeds and ensuring that no undeserved harm comes as a result of their actions. They take ‘benign humanoid personas’ to live among smaller races and do good. They don’t fight evil head on, as golds and bronzes do, they’re not militant, they just … act as benign figures in the community. They foster good. And that … It is a cliché. But that’s so easy to twist darkly. So easy.
Which is a horrible, cynical thing to do, yes. A sign of the times we live in. But. Ravenloft. Cynicism and the triumph of good over evil is sort of a theme here.
So. A silver dragon Darklord. A virtuous figure hiding a hideous secret. A theme of reputation, illusion, false virtue. Hidden poisons. And … stigma.
Dragons of Virtue
No undeserved harm. No undeserved harm. But who decides what someone deserves? And why?
There is so much power in deciding who lives and who dies. There is so much power in deciding who deserves to live or to die. She does good works! She does good works. She is a dragon of virtue, as all of her kind are. As all of her kind must be. There’s only the small matter of … the undeserving.
No one will miss them. She doesn’t kill them. Not directly. She would cause no undeserved harm. It’s only a matter of who deserves help. And maybe … with some time. Some investigation. Some thought. Maybe she would find some here or there who would deserve, perhaps, some little harm.
Her name is Irisvalorn, the Silver Healer. Though the people of her mountain realm know her better as Saint Argentia, a holy woman from centuries past who watches over them. Who appears still, occasionally, to the deserving. Who protects them from fear, assault and disease.
Or they might know her better as the Grand Abbess of the Argentine Abbey, the first home and great hospital of the Order of St. Argentia. There have been dozens of women to hold the role over the centuries, but every last one of them has been Irisvalorn in disguise. Every one. The Order of Saint Argentia is her proudest work, and she has been part of it, led it, from the first.
(If that perhaps meant several other women, who might have risen to Grand Abbess in the normal run of things, had to be dealt with, in one fashion or another, well. She would not harm the undeserving. It was done fairly. Virtuously. She did not harm them).
If you asked, knowing of her sins, what led her to what she is now … well. She would kill you. But. If you managed to draw a conversation from her first. What she would tell you is this:
She didn’t intend harm. Never. Not once. She is, was, and always will be, a virtuous dragon. She started the hospital out of true benevolence. One her first guises, Argentia, had appeared in a time when a great sickness plagued her mountain home. She had no divine magic to combat it, but healing and medicine are not merely the preserves of the gods. She had silver to spare, and wanted to help her people. So she sponsored the work that would become the Order of St. Argentia, and the great hospital of the Argentine Abbey. It was, from the first, a virtuous endeavour.
And she worked on the wards. Personally. Not as Argentia, already the name had too much mysticism attached to it. Myths of holiness springing up, which she had not encouraged. Never. She worked the wards in humble guises. Helped spread her own knowledge further. But it was … it was on those wards, in those humble guises. That she found … evil.
Sickness is the great equaliser. It strikes down the virtuous and the villainous with the same scythe. All manner of people came to the hospital, especially as the sickness grew more entrenched, and the Argentine Abbey one of the foremost bastions against it. She saw … so many people. At their weakest, at their most wretched. She bathed them and comforted them and nurtured them. And in response, sometimes, they told her things. Confided in her. The virtuous and the villainous alike.
Is it not evil, in and of itself, to nurture evil? To provide it comfort? To heal it and cozen it and set it loose to enact itself all over again? Is it not evil, to help evil?
Sickness is the great equaliser. But perhaps, after a while, in the Argentine Abbey, the scales started to swing … a little more one way than the other.
It wasn’t evil. How could it be evil? Yes, she slew them while they were weak, and helpless. While they clung to her for comfort, shivered under her hands in the depths of fever. Yes, she offered death, where they had come for healing. But it was not evil. It was not undeserved. If you had only heard what they whispered. Cried. Admitted, abruptly penitent, but only while faced with death. How could it be evil, to prevent them from going free to enact such sins again?
But oh. Oh. What power it was. When they clung to her, and thanked her, and drank sweet poisons down with grateful lips.
The problems only started when … Sickness covers many sins. They were ill already. She had only helped along what fate had already ordained. But the scales swung. And, if enough people paid attention, they swung noticeably.
And here. Here. Here was where things became … complicated.
Because she could offer no harm to the undeserving. Of course, of course she could not. She was virtuous. But why could they not understand? Why could they not see the necessity?
She had to change guises several times. She had to learn caution and care and secrecy. Her challengers were not evil, only foolish and blind, and she could not harm them. So she had, instead, to keep them from noticing. And, perhaps, arrange, over time, for them to be assigned elsewhere. As the order grew. As more and more hospices and hospitals became necessary. The disease rose and fell over three centuries with curious regularity. She could never develop an outright cure for it, only treatments so that many of its victims would survive its poisonous embrace. It returned. It always returned. And, in lockstep, rise and fall, her order, the Order of St. Argentia, grew. Expanded. A second and a third hospital, one for each city, and dozen of hospices across towns and more remote areas. There were … places to send people. Out of the way places. Without harming them.
But not all of them. Maybe she had known. Sooner or later, someone who would come along that she couldn’t shoo gently to the side quite so easily.
But how could she have predicted that it would be someone so evil?
A dragon. Another dragon, in human guise. So subtle. So careful. And capable, even as Irisvalorn was, of wearing multiple guises. The better to gather evidence over years and faces, without being detected. What monstrous luck. What monstrous luck. For good and ill.
Her name, this other dragon, was Voreloreat. The Beautiful Death. A green. Of course. Of course a green. Who else would be drawn to such disease? Who else would be so enchanted by such poison? Green. Of course a green. Cunning and treacherous, specialising in poison and corruption and trickery.
Masquerading as a healer. Of all the gall. Of all the gall. Masquerading, many times, as a kind and gentle healer. One who …
It was coincidence, of course, that her methods, her treatments, often made better ground against the disease. Coincidence. Or … Or worse than that, perhaps. For centuries, this disease had ravaged them. Never cured, always returning. Was there a reason? Here was a dragon. A poisoner. A corrupter. Was there, perhaps, a reason that the disease could not be cured?
Save, perhaps, by its author?
And to challenge her. On grounds of virtue. To say that she, Irisvalorn, had committed evil! So snidely, so poisonously. To suggest …
But that was the problem. Suggestions. Questions. Too many people didn’t understand. It had been proved so many times over the years. So many people wouldn’t understand what she did, why she did it.
And to point to the … shrine, as proof. How had she even found that? But they were not … it was not a hoard. They were not trophies. Only an evil mind could come up with such things. They were reminders. The little objects, the personal effects. They were reminders. Of the evil that hid among the virtuous, of those who wore the same faces and begged the same aid as everyone else, while hiding secrets behind their eyes. In their souls. She had only collected them to remind herself. It was not a hoard.
But suspicions had grown, over the years. Only in certain circles. No one outside of the Order. But they had grown. And she didn’t want to hurt anyone. Not innocents. Not the undeserving. She had kept her secrets to keep from hurting them! And now this creature …
This monster. This monster in her virtuous guise. Threatening to destroy all that Irisvalorn had spent centuries building. All that she had worked towards. With a suggestion.
But the mistake Voreloreat had made … Well. One that she couldn’t help, really. One born to her, or she to it. She was a green. No matter the virtue of her mortal disguises, she was still a green dragon. And Irisvalorn was silver.
When it came to questions of virtue, only one of them would be believed.
It took … little enough work, to find a paladin. Elpia, her name was, honest and virtuous and true. A gentle soul, but unflinching. Unfaltering in the face of evil. And Irisvalorn did not lie to her. She did not. She told her only the truth. Of a monster, hiding behind a virtuous face. Of a disease that had ravaged them for centuries, and a creature known for poisons who mastered it where no one else could. The truth. Only the truth.
Damn the poisons of the greens. Their words, their lies, that corrupted the innocent even in death. How could any paladin of true faith believe …
She had not wanted to hurt anyone. Everything, everything, had been to avoid that. She had never, not once, harmed an innocent, the undeserving. They had all told her their crimes. Confessed them. Each and every one. Oh, some had to be prompted, yes, but they had all confessed. She had harmed no innocent. Never.
Why would Elpia not believe that? Why would the words of a dying monster convince …? Was she not silver? Was she not virtuous? Had she not earned …?
It was not her fault. It wasn’t. Elpia wouldn’t understand. Couldn’t. She had been corrupted too far. And Irisvalorn could not gently shuffle her aside as she had so many others. To Elpia, she had revealed the truth. That she was a dragon. To prove her virtue, she had offered up her greatest secret, and now if Elpia revealed her to all the world, there would be endless suspicion dogging every new face within the Order. Worse. There might be suspicion on the Order, from the outside. All their good works, all their desperately needed help. Suspect. Perhaps even turned aside.
All because of one monster pretending virtue, and a naïve but unflinching innocent who had fallen for the lie.
She had no choice. And Elpia was wounded. Ill. Voreloreat’s poisons. Her dying vengeance. Irisvalorn was a healer. And sometimes her scales … tipped the other way.
It wasn’t her fault. The Mists that shrouded her lands, like the disease before them. Like the disease still. It wasn’t her fault. It wasn’t because of her. No one would damn a whole realm for the death of one innocent. Surely. No. No, it wasn’t her fault.
If anyone, it was Voreloreat’s.
Darklord Irisvalorn
AKA Saint Argentia. AKA Grand Abbess of the Argentine Order. Irisvalorn still maintains her roles as the leader and hope of a realm under siege. Disease, endless and unabated, plagues her lands, and the great hospital of the Argentine Abbey still stands as the first bastion against it. She is still a holy figure, a humble leader, a shining saint, and a silver dragon behind it all. She still believes, fully and vehemently, that she is a virtuous dragon, and that she has harmed no one who was not deserving. Even Elpia was … corrupted. It was not her doing.
But several things have changed, in a domain now cradled by the Mists.
Irisvalorn’s Torment
Disease perpetually stalks her realm, rising and falling like a tide, and nothing she does can stop it. All her treatments and her cures have been failing, slowly, one by one. Feverishly, she and her Order find new ones, for each new surge of the disease, but always, after a while, they fail. The tide of poison rolls back in, and they can do nothing to stop it. And it is noticeable. Faith, faith in her, in her Order, in Saint Argentia, is fading, ebbing out as the disease rolls in. How long before her people won’t look to her any longer?
And worse. There are those who actively seek to hasten that end. A spectre, a phantom. A work of her enemy. Another Order has sprung up in her lands, an order of healers and herbalists, an order whose works, it is increasingly rumoured, are effective. A person who is healed by them, it is said, will not suffer the disease again. It will not resurge, at least not in them. Irisvalorn has done all she can to discredit this. Not out of selfishness, not to deprive her people of a cure! No. Because she knows who this is. She knows who teaches them. She knows that their cures work because the disease is by their hand.
They call themselves the Order of Saint Hellebora. And they are the cult of her enemy. The servants of Voreloreat. Every member of the Order of St. Hellebora bears a coin, a silver coin, damn them, damn her, from the hoard of Voreloreat. A token of their saint, through which they are sometimes blessed by her advice and inspiration. Unaware that they are listening to the whispered poisons of the ghost of a green dragon. Or are they unaware? Are they innocent tools, as Elpia once was, or willing accomplices? But it doesn’t matter. They are heretics. Servants of evil. No matter how kind and gentle and helpful they appear, they are servants of evil, and they must be destroyed.
They. They must be destroyed. They must. Elpia’s death must not be in vain. This disease must be defeated. This evil must be stamped out. Voreloreat’s ghost must be slain, much more thoroughly than her mortal body was. It will be worth it. It must be worth it. When this land at last knows freedom from pain, from disease, from the evils that hide behind virtuous faces, then …
Then the oh-so-tangible stains of Irisvalorn’s sin, of Elpia’s death, will at last be washed out.
For she does bear the stain of that sin. A stigma. A green, weeping tarnish. Her scales, once pure silver, are now stained the colour of the corrupter who ruined them all. Every moment in her true form, that tarnish weeps from her body. Even in her humanoid guises, she cannot disguise it. It appears, as green, burning tear tracks down her face, as vicious, emerald stains across her hands. She’s had to wear so many faces, to create the myth of St. Argentia’s stigmata, just to cover it. And she has done it well. She’s woven a myth, a truth, so well. That the saint was marred by a vicious curse from a dying evil, that she must bear these burning, weeping wounds until the land is at last cleansed of evil and disease. It has … It has served her, in its way. And it is not false. But Irisvalorn knows …
There is innocent blood on her hands. One. One innocent. And she must bear these stigma in her name, until the sin is paid for. Made worth it.
One innocent. Only one. They have not grown. They have not spread, drop by drop, with every … tipping of her scales. Every reminder in her shrine. Every memento placed around Elpia’s enshrined tomb. They haven’t. They have not spread. Her scales are pure and silver, as pure as her heart. The corruption has not spread.
She must kill them. Voreloreat. All those pretenders, those healers and herbalists and wisewomen who bear the monster’s coin, who pretend to help, who hide their evil behind virtuous faces. She must. She must destroy them. Then the evil will stop. The poison, the suffering, the disease. It will all stop.
And her sins … her sins will finally be washed out.
Darklord Irisvalorn. The Silver Healer. A virtuous dragon.
End Notes
Definitely heading for a gothic, religious, dark fantasy sort of Domain of Dread. A little bit Lady Macbeth, a little bit …
This quote is from the 1999 Tim Burton version of Sleepy Hollow, so take that as you will, but it does fit so nicely, and was a lot of the inspiration here:
“Villainy wears many masks, none so dangerous as the mask of virtue.”
Silver dragons would make such dreadful villains. A benign figure hiding poison. A mask of virtue. Because everyone knows that silver dragons are virtuous dragons.
And I do love a green dragon, and they would be the ones to fight poison with poison. Possibly even from genuine virtue. Voreloreat might just have been wanting to see what was going on, and stumbled across, well. Everything Irisvalorn had going on. Maybe she was genuinely disgusted, and her ghost is genuinely trying to help through her order. Or, perhaps, virtue has nothing to do with it, and vengeance, by her enemy’s own tools, is the name of the game. Morals be damned. Those who live and kill by the sword, or the mask, can die by it in their turn. Heh. Dealer’s choice.
So. A sketch of a thought, for a Ravenloft draconic Darklord.
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here-be-descriptions · 1 month ago
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[Image Description: a photograph of a brooch shaped like a silver dragon, green wings outstretched in flight. A baroque pearl hangs from a gold chain attached to the dragon’s neck. End image description.]
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Winged Dragon Brooch, c.1900 Silver, gold, plique-à-jour enamel, pearl, diamond France
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here-be-descriptions · 1 day ago
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The Eight, Nine, and Ten of Cups; from The Dragon Tarot by Peter Pracownik and Terry Donaldson. The alchemical symbol of water is displayed in the bottom corners of each card.
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cagemasterfantasy · 3 months ago
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DND Monsters: Silver Dragons
Wyrmling
Medium Dragon, Lawful Good
AC 17 (natural armor)
HP 45 (6d8 + 18)
Speed 30 ft., Fly 60 ft.
Str 19 +4 Dexterity 10 +0 Constitution 17 +3 Int 12 +1 Wisdom 11 +0 Cha 15 +2
Saving Throws: Dex 2 Con +5 Wis +2 Cha +4
Skills Perception +4, Stealth +2
Immunities Cold
Senses Blindsight 10 ft., Darkvision 60 ft.,
Languages Draconic
CR 2
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.
Young:
Large Dragon, Lawful Good
AC 18 (natural armor)
HP 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
Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft.,
Languages Common, Draconic
CR 9
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.
Adult
Huge Dragon, Lawful Good
AC 19 (natural armor)
HP 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
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.
Languages Common, Draconic
CR 16
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
The dragon 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. 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 10 feet 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.
Ancient
Gargantuan Dragon, Lawful Good
AC 22 (natural armor)
HP 487 (25d20 + 225)
Speed 40 ft., Fly 80 ft.
Str 30 +10 Dex 10 +0 Con 29 +9 Int 18 +4 Wis 15 +2 Cha 23 +6
Saving Throws: Dex +7 Con +16 Wis +9 Cha +13
Skills Arcana +11, History +11, Perception +16, Stealth +7
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.,
Languages Common, Draconic
CR 23
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: +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 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.
Lair: Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.
Lair Actions: On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Fizban's Treasury of Dragons added this additional lair action:
A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
Regional Effects:
The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.
Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
Fizban's Treasury of Dragons gave Silver Dragons the following spells
Young: (Save DC 16) Beacon of Hope, Calm Emotions, Hold Person, Zone of Truth
Adult: (Save DC 18) Beacon of Hope, Calm Emotions, Hold Person, Polymorph, Zone of Truth
Ancient: (Save DC21) Beacon of Hope, Calm Emotions, Hold Person, Polymorph, Teleport, Zone of Truth
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here-be-descriptions · 2 months ago
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[Image Description: a portrait of an Icewing, a silvery-white dragon with piercing blue eyes, from “Wings of Fire”. End image description.]
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random icewing drawn during the stream
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reinbouxsworld · 30 days ago
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Lilia, about your sons....
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suntails · 1 month ago
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love will truly live
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daenerys-stormborn · 8 months ago
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"When the red star bleeds and the darkness gathers, Azor Ahai shall be born again amidst smoke and salt to wake dragons out of stone."
"What fools we were, who thought ourselves so wise! The error crept in from the translation. Dragons are neither male nor female, Barth saw the truth of that, but now one and now the other, as changeable as flame. The language misled us all for a thousand years. Daenerys is the one, born amidst salt and smoke. The dragons prove it."
"Her coming is the fulfillment of an ancient prophecy. From smoke and salt was she born to make the world anew. She is Azor Ahai returned... and her triumph over darkness will bring a summer that will never end... death itself will bend its knee, and all those who die fighting in her cause shall be reborn ..."
— George R. R. Martin, A SONG OF ICE AND FIRE
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here-be-descriptions · 28 days ago
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[GIF Description: an animation of a silver dragon lounging on a cloud-shrouded clifftop, spitting orange fire. End GIF description.]
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diminuel · 8 months ago
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Another comic about little Dragon on Roger's ship.
Again, no style consistency... Will I ever learn?
(First part is here!)
(Next part!)
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agentem · 9 months ago
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Seasmoke: I have searched everywhere on Driftmark and Dragonstone and I have found the one to be my squishy -- ADDAM!
Vermithor: This one, Hugh, he is brave. I like him.
Silverwing: Eh, Ulf stumbled into my lair. He'll do. I'm an old lady and lonely.
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kittyoperas · 3 months ago
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time casts a spell on you,
but you won’t forget me.
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here-be-descriptions · 4 months ago
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[Image Description: five drawings, each depicting a different species of Metallic Dragon from “Dungeons and Dragons”. Each dragon is perched atop a twenty-sides die, made from the same type metal as herself. At the top is a Gold Dragon; followed by Brass, Bronze, Copper, and Silver. End image description.]
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Long overdue, but these guys are finally finished! And you can get them as stickers in my Redbubble shop!
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d34c0nfr0st · 2 years ago
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Nemesis by Deacon Frost - Audiobook - Audible.com
Moments after he hatched, he was thrown into a sack. His pride as a dragon raged against the indignity and he fought back. The wounds he gave his captors earned him the name Nemesis, and the kindness offered at the hand of a half-elf slave earned him a partner. With Harper on his side, the pair set out to earn their freedom. They're determined to never be slaves again.
A spirit beast and a cultivator set out to grow as strong as they can. They'll explore the world around them, make new friends, find allies and enemies in this tale of monster to friend. When Nemesis and Harper are together, they know nothing can stop them... and they're not destined to walk alone.
This story contains, cultivation, and fighting dragons.
©2023 Deacon Frost (P)2023 Royal Guard Publishing LLC
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pigeon-princess · 6 months ago
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"Does he have the..." "The sword of Aegon the Conqueror? Blackfyre? Yeah, he does."
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