Home Up Ashrem Dagotte Zyel G'Banrak Gelb Flinderhop Gerlom Gjojden Gorath Iaram Paa Klyaxar Kylar, the Annoying Malseru NeTempaMo Thornseld Zam-hahar Draken Pidli Kylar the Annoying Gell Gorath Ulfgar of Highfolk Silaqui Skroop Gelb Flinderhop Ashrem Amaryllis Character Gallery




Large Outsider (Air, Good, Lawful)
Hit Dice: 29d12+232 (420 hp)
Initiative: +9
Speed: 60 ft, fly 187.5 ft (poor)
AC: 33 (+5 Dex, -1 size, +19 natural)
Attacks: Bite +35 melee, 2 claws +30 melee, 2 wings +30 melee, tail slap +30 melee
Damage: Bite 2d6+7, claw 1d8+3, wing 1d6+3, tail slap 1d8+10
Face/Reach: 5 ft by 10 ft / 5 ft
Special Attacks: Breath weapon, spell-like abilities, half-celestial spell-like abilities, frightful presence
Special Qualities: +4 save vs. poison, haste, cloudwalking, immunities, DR 5/+1, blindsight, keen senses, SR 20
Saves: Fort +24, Ref +21, Will +23
Abilities: Str 25, Dex 20, Con 26, Int 20, Wis 25, Cha 20
Skills: Bluff +34, Concentration +37, Diplomacy +34, Escape Artist +34, Jump +36, Knowledge (arcana, geography, history, religion) +34, Listen +38, Scry +34, Search +34, Sense Motive +36, Spellcraft +34, Spot +38
Feats: Combat Reflexes, Dodge, Mobility, Weapon Finesse (bite), Hover, Flyby Attack, Power Attack, Cleave, Snatch, Improved Initiative, Spell Focus (Evocation), Alertness

Challenge Rating: 15
Alignment: Always lawful good

SA–Breath Weapon (Su): Cone of cold, 40 feet long, every 1d4 rounds; damage 10d8, Reflex half DC 32. This dragon can use a cone of paralyzing gas instead, paralyzing subjects who fail a Fortitude save for 1d6+5 rounds.
SA–Frightful Presence (Ex): Dragons can unsettle foes with their mere presence. This ability takes effect automatically (radius 150 ft) whenever the dragon attacks, charges, or flies overhead. A potentially affected creature (one with less than 29 HD) that succeeds at a Will save (DC 29) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
SA–Spell-Like Abilities: 3/day-polymorph self; 2/day-feather fall. A silver dragon’s polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability).
SA–Half-Celestial Spell-Like Abilities: 3/day-protection from evil, holy aura; 1/day-bless, aid, detect evil, cure serious wounds, neutralize poison, holy smite, remove disease, dispel evil, holy word, hallow, symbol, summon monster IX (celestials only), resurrection.
SQ–Haste (Ex): 5/day, the dragon can haste itself as a level 29 sorcerer.
SQ–Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
SQ–Immunities (Ex): Immune to cold, acid, disease, electricity, sleep, paralysis.
SQ–Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 150 feet.
SQ–Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have darkvision (range 500 feet).
Spells Known (cast 6/8/5; as a level 5 sorcerer): 0–detect magic, resistance, detect poison, read magic, dancing lights, ghost sound; 1–endure elements, mage armor, divine favor, cure light wounds; 2–bull's strength, cat's grace.


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Last modified: 06/23/2005