Huge Dragon, Chaotic Neutral
Armor Class 25 (natural armor)
Hit Points 305 (20d12 + 160)
Speed 40 ft., Climb 40 ft.
STR
23 (+6)
DEX
10 (+0)
CON
27 (+8)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +14, WIS +8, CHA +10
Skills Perception +7, Stealth +6
Damage Resistances Bludgeoning, Fire, Slashing
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 20ft, Passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 6) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Plus 4 (2d4) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15(2d8 + 6) 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 19 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.

Slag Breath (Recharge 5–6). The dragon exhales a stream of molten metal in a 60-foot line. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Until the start of the dragon's next turn, any creature that ends its turn within 5ft of the slag takes 3d6 (14) fire damage

Legendary Actions

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.

Spin Attack (Costs 2 Actions). The dragon coils its body and lashes out in a circle. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then move up to half its movement.

Description

The smell of molten iron and steel follow this dragon wherever it goes. Its footsteps are hammer blows on blacksmith metal. Its victims left encased in molten slag sealing them in metal coffins. Eyes as orange and vibrant as glowing metal that never cool. Its teeth and claws warp the air around them with the heat they give off. Its very hide is a system of steel plates that are extremely difficult for most weapons to damage. The Steel Dragon, like most ore dragons, does not have wings, and is not the strongest in the physical sense compared to most dragons, but is nonetheless ferocious in combat, utilizing its steel-like body to absorb most damage. 

(Artwork created by "thatweirdguyjosh" on DA and was commissioned by me)

Lair and Lair Actions

A Steel Dragon’s Lair

Steel dragons, like other Ore Dragons, make their existence primarily underground. They seek out rich metal ore veins and devour them. The metal they consume is melted within and is used to create the interior of their lairs. Treasure is usually raw materials rather than manufactured goods. One can often find large melted deposits of gold, silver, uncut gems, and other such things. Due to this, many dwarven settlements and mines have inadvertently sprung up near abandoned lairs as the surrounding areas are enriched massively by the dragon's presence. This was also one of the reasons behind their being hunted to almost extinction, in hopes of exploiting their ability to enrich the earth.

The lair is mostly covered in jagged, melted metal, with a large bubbling lake of molten metal at its center, where the dragon sleeps. The dragon tends to create labyrinthine passages leading to its lair, littered with figures encased in metal shells, forever trapped. 

 

Lair Effects

Steel Dragon Lairs are particularly inhospitable places, putting even the most hardened of adventurers to the test. These passive effects are always active within the lair of a steel dragon:

  • Decades of molten metal heating, cooling, reshaping have rendered the interior of the lair coated in misshapen metal with jagged edges abound. The walls and floor of the lair are considered non-magical difficult terrain. Anything knocked prone within the lair must succeed on a DC13 Dex Save or take 2d6 slashing damage.
  • For the purposes of Divination spells and earth manipulating spells such as Move Earth or Passwall, The surfaces in a lair are considered to be 3 inches of metal thick. 
  • The Steel Dragon's presence warps and renews the melting process, meaning that molten metal bubbled very close to the surface in many places within the lair, as well as altering and further creating hazards. On Initiative 20 (losing ties), All Players roll a d20:
    • 1-3: The ground opens up underneath the player and they partially submerge in molten metal. They must succeed on a Dex Save (DC15) or take 8d6 fire damage. 
    • 4-12: The floors jagged edges and non-uniform shapes snag a body part or piece of armor. The creature's speed is reduced to 0 until it uses an action to unhook itself. 
    • 13-20: Nothing happens

 

 

Regional Effects

The region containing a legendary steel dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Spewing magma vents are common within 6 miles of the dragon’s lair.
  • Veins of metal ore within 3 miles of the lair are supernaturally enriched, seemingly replenishing and expanding like a living organism
  • The air within 10 miles of the lair is perpetually tinged with the scent of rust, and gives the young and the elderly difficulty breathing. 

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: MountainUnderdark

DitronBlonsky

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