Determination. The dragon has advantage on saving throws against being charmed or frightened.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Acid Breath. The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.
Deafening Breath. The dragon exhales deafening gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be deafened 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.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, 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, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Steel dragons in their natural forms are especially feline in their movements and stature. They have scales that shine like burnished steel as adults and usually smell like wet metal. Younger dragons' scales are a darker blue-gray and less lustrous. Their wings consist of overlapping blades that look like feathers, and the scales on their chests resemble shields.
Their faces are particularly expressive, sometimes giving the illusion of a human-like face. They have many long spines surrounding their faces, which give the appearance of hair.
In humanoid forms, steel dragons usually keep their true identities secret; however, they always have at least one visual indication of their true nature in the form of steel-gray hair, eyes, tattoos, or another feature.
Personality
Steel dragons, as a rule, are amiable, curious, and witty. They would rather spend their time among human cultures than in their own true forms.
However, they have difficulty when dealing with all kinds of absolute authority, even authority that is used for good. This puts steel dragons at odds with other kinds of metallic dragons that use their power and experience to justify their actions, especially bronze dragons and gold dragons; this also makes them bitter enemies of chromatic dragons. For those same reasons, steel dragons usually work within their chosen communities to promote freedom and undermine authoritarian forces.
Steel dragons like the company of humans, elves, half-elves and dwarves, and they usually support adventurers that oppose tyrants.
Favored Treasure
They prefer to invest in property and business unlike other dragons, who prefer to hoard monetary treasures. Some steel dragons do hoard items, but they prefer to hoard works of art, antiquities, books, finery, magic items or servants.
Combat
Similar to brass dragons, most steel dragons would rather talk than fight, yet like all dragons, they can be formidable opponents. In combat, they avoid melee and instead rely on their magical spells. A steel dragon can cast the spells of clerics as arcane magic and also can use the spells usually considered a part of the knowledge and trickery domains. If truly losing a battle, a steel dragon will likely teleport away.
A steel dragon can breathe both a line of acid and a cloud of poisonous gas.
Society
Unlike most other dragons, steel dragons do not live in caves, preferring castles, towers, palaces, mansions, and the like.
While they prefer to eat in their human forms, doing so would not provide them enough nourishment to survive, so they have to make excuses to go hunting secretly in their dragon forms every three tendays or so.
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