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The scales of this young dragon shine like polished silver, and its tail has a feathered appearance.

Silver Dragon, Young (CR 8)

XP 4,800
LG or NG Medium Dragon (Holy)
Init +6; Senses Dragon sense; Perception +18

DEFENSE

AC 25, touch 11, flat-footed 23 (+2 dex, +14 natural, -1 size)
hp 99 (9d12+27)
mp 42
Fort +9, Ref +10, Will +14
DR 5/magic; Immune Holy, Paralysis, Sleep
Weakness Shadow

OFFENSE

Speed 60 ft., fly 150 ft. (average)
Melee Bite +12 (1d8+4), 2 Claws +12 (1d6+3), 2 Wings +7 (1d4+1)
Special Attacks Breath Weapon (30-ft. cone, 4d10 holy damage, Reflex DC 17 half, usable every 1d4 rounds), Light Rays
Special Abilities Hallowed Armor
Spells Known (FC CL 9th, Concentration +15)

At will – dancing light, detect magic, holy orb, mending, purify food and drinkmessage, read magic
1st (DC 17) Cure, DiaLight
2nd (DC 18) Aid, Cure II, Dia II, Elemental Resistance, Grace, Heal, Light II, See Invisibility
3rd (DC 19) Cura, Cure III, Dia III, Dispel, Haste, Light III, Lightra

STATISTICS

Str 16, Dex 14, Con 16, Int 12, Wis 22, Cha 14
Base Atk +9; CMB +12; CMD 24 (28 vs. trip)
Feats Arcane StrikeCombat CastingImproved Initiative, Iron Will, Lightning Reflexes
Skills Diplomacy +14, Fly +14, Knowledge (arcana, nobility) +13, Perception +18, Sense Motive +18, Spellcraft +13
Languages Common, Draconic
SQ dogmatic discordance

SPECIAL ABILITIES

Dogmatic Discordance (Su)

Good or evil creatures take a -2 penalty when making saving throws against a silver dragon’s spells, spell-like abilities, supernatural abilities, breath weapon, and aura.

Hallowed Armor (Su)

Once every 1d4 rounds as a standard action, the silver dragon grants allies an scared barrier. All allies gain the effect of Radiant Spikes, as the white magic spell. The allies must be within 30 feet of the silver dragon when it uses this ability to receive these bonuses. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Light Rays (Su)

As a standard action, a silver dragon fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack (+10) to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).