Medium Dragon (Metallic), Lawful Good
- AC
- 17
- Initiative
- +2 (12)
- HP
- 45 (6d8+18)
- Speed
- 30 ft., Fly 60 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 10 | +0 | +2 |
| CON | 17 | +3 | +3 |
| INT | 12 | +1 | +1 |
| WIS | 11 | +0 | +2 |
| CHA | 15 | +2 | +2 |
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10+4) Piercing damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-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.
How to run Silver Dragon Wyrmling
A silver dragon wyrmling on the party's side is a child with wings, a CR 2 bestiary entry, and the moral compass of a paladin who hasn't taken a vow yet. Lawful Good, Draconic-speaking, 45 HP, AC 17, 60 ft. of fly, and curious about everything. The framing almost writes itself: the party freed a clutch of eggs from poachers, or rescued a wyrmling from a cult basement, or a silver elder asked them to escort one to a safe roost. Whatever the hook, the wyrmling is bonded and trusting, and the table treats that trust as a responsibility.
In combat the wyrmling opens with Cold Breath if it's available. 15-foot cone, DC 13 Con, 18 cold on a fail. That's a strong opener at low tier, and the fact that the cone is short means the player flying the wyrmling has to dive close before they breathe, which is a real positioning choice. Once the breath is spent, the wyrmling switches to Multiattack for two Rend at +6 (9 piercing each) and uses its 60 ft. fly to stay above the front line. It is small enough that an enemy with reach can swat it down, so tell the player not to land. Paralyzing Breath is the real trump card: same 15-foot cone at DC 13 Con, but a second failure paralyzes the target for up to a minute. Save it for an enemy elite, not a mook.
The wyrmling will not kill prisoners and will not breathe on a surrendered foe. It will protest if the party tortures or executes a captive, and it will fly away to find its kin if the party crosses a clear line. Lawful Good is not flexible at this age. Have the players treat it like a young paladin who watches what they do.
Give the wyrmling a name in Draconic. Every time the party uses the name, they remember they are responsible for a child with claws.
A hostile silver dragon wyrmling is unusual but not absurd. The most plausible framings are a lost or panicked young dragon that mistakes the party for the poachers who stole it, a wyrmling raised in captivity by a cruel collector and now feral, or a polymorphed familiar of an evil mage who has taken wyrmling form to disguise itself. The setup needs one scene of confusion before initiative, because attacking a Lawful Good child without context will land badly with players.
Once the fight starts, the wyrmling is a 45 HP flying skirmisher that wants to stay airborne. Open with Cold Breath if available: 18 cold in a 15-foot cone at DC 13 Con drops a low-tier rogue or wizard on a failed save. After the breath, switch to Rend at +6 for 9 piercing per swing and dive in for Multiattack on the most exposed PC. Use Paralyzing Breath when it's the right moment for a horror beat: a paralyzed PC at low tier is a near-death experience, and a child dragon doing it is memorable. The wyrmling has Blindsight 10 ft. and Darkvision 60 ft., so darkness tactics buy the players nothing.
The wyrmling fights to wound, not kill. At Bloodied it tries to flee straight up. If cornered with no escape, it cries in Draconic and tries to surrender. A party that finishes off a surrendered child dragon should feel that, and the campaign should remember.
Make the surrender legible. Wings folded, head down, one word repeated. The players should always have the choice to stop.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.