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.
How many silver dragon wyrmlings for a fight?
A silver dragon wyrmling is worth 450 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many silver dragon wyrmlings fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
1
1
3rd
1
2
3
4th
2
3
4
5th
4
6
9
6th
5
8
12
7th
6
11
12+
8th
8
12+
12+
9th
11
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the silver dragon wyrmling compares at CR 2
Against the 42 other challenge 2 monsters in the SRD 5.1, the silver dragon wyrmling has more hit points than 21 of them, which makes it tougher than most at its CR. See every CR 2 monster.
Statistic
Silver Dragon Wyrmling
CR 2 average
Armor Class
17
12.8
Hit points
45
47
Best attack bonus
+6
+5
Best save DC
13
12
Silver Dragon Wyrmling 2024 stat block
The 2024 Monster Manual revised the silver dragon wyrmling, and the SRD 5.2 carries the new stat block. What changed:
New in its stat block: Multiattack, Rend, Cold Breath and Paralyzing Breath.
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.