Silver Dragon
Civlethrip was borne a silver dragon and even when she first landed in Mor-Thir. It wasn't until several traumatic events occurred that her scales began to loose there metallic sheen, loosing the spark of kindness. Ruling as leader of the ice drenched nation of Oxtrad, Through the war that plagued Mor-thir for many decades, her silver scales dulled during her rule as the blood spilled in her name has hardened her heart and chilled her once warm radiance. He scales resembling the white snow however you can still catch a glimpse of the metallic sheen in the right light.
Taking the appearance of an elf when situation demands she holds incredible power and once held the drive to protect her nation and her people, However after close to a century of rule Civlethrip lost that fire. Now the task of queen only filled her with dread and longing for a simpler free life.

Since forfeiting her position as Queen her scales have started to regain their brilliant silver sheen.

  • Ability Score increase:
    Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
  • Creature Type:
    Your classified as a Dragon.
  • Lifespan:
    Its unknown just how long Dragons can live, records show Dragons living over 1200 years.
  • Alignment:
    Silver Dragons are typically Good in nature, however due to her life, Welington has become darkened, Lawful Neutral is her alignment, to capacity to do good and evil without and identification between the two, so long as the task is done.
  • Size:
    Your size is naturally huge (3×3), But may change due to Shape Change
  • Speed:
    You have a base walking speed of 40ft, and a flying speed of 80ft
  • Languages:
    You can speak, read and write Draconic and Elven.
  • Breath Weapon
    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 2d10 cold damage on a failed save, or half as much damage on a successful one.
    This damage increases by 2d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).
    You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
    • Metallic Breath Weapon At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 60-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
      • Enervating Breath Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
      • Repulsion Breath Each creature in the cone must succeed on a Strength saving throw or be pushed 40 feet away from you and be knocked prone.
    • you can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Draconic Resistance
    You have resistance to the damage type associated with your Metallic Ancestry.
  • Trance
    You do not sleep. Instead you meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is “trance”. While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Shape Change: The Dragon magically polymorphs into a Humanoid or beast that has a Challenge rating no higher than your level, 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, and Intelligence, Wisdom, and Charisma scores, Its Statistics and capabilities are otherwise replaced by those of the new form.
  • 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.
  • Bite:
    Melee Weapon Attack: reach 10 ft., one target. Hit: 2d10 piercing damage.
  • Claw:
    Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 slashing damage.
  • Tail:
    Melee Weapon Attack: reach 15 ft., one target. Hit: 2d8 bludgeoning damage.

  • character/annabell/species.txt
  • Last modified: 3 months ago
  • by Cinder