Huge Dragon, Neutral Good
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +12, WIS +6, CHA +10
Skills Arcana +8, History +8, Perception +6, Stealth +5
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Elvish
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Jalanvaloss fails a saving throw, she can choose to succeed instead.

Geas (1/day). Jalanvaloss can cast the geas spell.

Actions

Multiattack. Jalanvaloss can use her Frightful Presence. She then makes three attacks: one with her bite and two with her 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.

Spellcasting (Human form only). Jalanvaloss casts one of the following spells using Intelligence as the spell casting ability (spell save DC 17, +9 to hit with spell attacks).

At will: acid splash, friends, mage hand, message, minor illusion

4/day: charm person, disguise self, mage armor

3/day: acid arrow, detect thoughts, suggestion

3/day: fast friends, scattergloom

3/day: arcane eye, steelsting, vitriolic sphere

1/day: modify memory

1/day: mass suggestion

1/day: project image

Frightful Presence. Each creature of Jalanvaloss's choice that is within 120 feet of her and aware of her 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 Jalanvaloss's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Jalanvaloss uses one of the following breath weapons.

Acid Breath. Jalanvaloss breathes acid in a 60-foot-long, 5-foot-wide line. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. Jalanvaloss exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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.

Change Shape. Jalanvaloss magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Jalanvaloss's choice).

In a new form, Jalanvaloss retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and all of her ability scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Reactions

Counterspell (1/day). Jalanvaloss casts counterspell.

Legendary Actions

Jalanvaloss 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. She regains spent legendary actions at the start of her turn.

Detect. Jalanvaloss makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). Jalanvaloss beats her 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. She can then fly up to half her flying speed.

Description

In many ways, she’s more Waterdavian than most Waterdavians.
                  - Laeral Silverhand


Jalanvaloss is a steel dragon that has resided in Waterdeep at one point or another for centuries, having been touched by the dragonstaff of Ahghairon long ago.

Not having a typical horde of treasure, Jalanvaloss has an affinity for real estate and covets the property deeds humans are so fond of. She fully or partially (although always with at least a controlling share) owns numerous shops throughout Waterdeep, with some of the more famous being the House of Pride, Meiroth’s Fine Silks, The Sword’s Rest; Firesong Villa, and Stagdown Manse. One feature all of her properties have in common is that they all have upper-floor apartments; at least one in each building is never rented and has its own secret entry linked to cellars, nearby stables, or the sewers. She’s shown a particular weakness for properties around the High Forest, where she dreams of founding her own kingdom, commanding an army of human adventurers.

In her true form, Jalanvaloss looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like horns that sweep back from her narrow head. She assumes a different human shape for visiting each property (wherein she must use the spell disguise self as her change shape ability only allows her to transform into one unique human form). Very few know of her true identity, but broader rumors exist of a steel dragon who once lived in Waterdeep and left a vast horde hidden in the city, perhaps in the sewers or in a well guarded tomb somewhere in the City of the Dead. Some versions of these rumors state that the caches contain nothing but clothing, makeup, and accessories that support her many human personas; other versions state they contain a small mountain of deeds for properties throughout the Sword Coast.

She is deeply enmeshed in the schemes of Waterdeep’s merchant nobility and has long opposed the Cult of the Dragon, actively helping preventing it from establishing a foothold in Waterdeep (including the slaying of the black dragon, Nabalnyth when he established a presence in the Rat Hills outside of the city). She has a particular affinity to followers of Lathander and Pelor, as well as members of House Rosznar.

Spellcasting. Also known as ‘The Wyrm of Many Spells’, she was magically altered in her youth, resulting in her acquiring the ability to cast spells as a 12th level wizard when in human shape. 

Tactics. Jalanvaloss is constantly scheming, displaying an aptitude and a love for all manner of tangled intrigues. She is constantly nurturing new agents and allies, few of whom know the true identity of their benefactor. The Wynn of Many Spells avoids situations that might lead to physical combat whenever possible, but once she enters into battle, her fury is unmatched. If possible, she attempts to maneuver the field of battle to her advantage before such hostilities erupt.

Tying into Waterdeep: Dragon Heist. Jalanvaloss may approach the characters to buy Trollskull Manor if it has been fixed up, or may offer to sell them the adjacent building (or perhaps another on Trollskull Alley).

Group Patron

Jalanvaloss is an enthusiastic fan of adventurers and enjoys their company. She could easily be willing to insert herself into the roll of a group patron, although that doesn’t stop her from constantly manipulating them.

Perks. Parties with Jalanavaloss as their patron might receive the following perks:

  • Discounts Galore. You receive a 25 percent discount at any establishment owned by Jalanvaloss.
  • A Dragon's Charm. Jalanvaloss’s charm has rubbed off on you, you can cast the friends cantrip once per day.
  • Always a Way Home. You have access to a permanent teleportation circle located in a secret room of Meiroth’s Fine Silks, located in the Trades Ward of Waterdeep.

Contact. Jalanvaloss's main contact with the group is a well known real estate broker, Simeel Rosznar (LG female human bard).

Agents. Jalanvaloss has developed a strategy of using multiple real estate agents to insure land owners don’t know the true buyer’s identity. Adventures will often be tasked with scouting properties, negotiating prices with all variety of land owners, collecting rents, or expelling unwanted tenants.

Lair and Lair Actions

Jalanvaloss's Lair

Jalanvaloss doesn’t patrol and defend a territory as most dragons do, her lair could be said to be the entirety of Waterdeep; although she’ll happily share the city with other dragons hiding in human form that don’t disturb city life. She will reveal herself; however, to savagely fight off any wyrm who dares threaten Waterdeep or citizens in its immediate surroundings.

Lair Actions

On initiative count 20 (losing initiative ties), Jalanvaloss takes a lair action to cause one of the following effects:

  • Jalanvaloss creates fog as if she had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A blisteringly cold wind blows through the area near Jalanvaloss. Each creature within 120 feet of her must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects

The region containing a legendary Steel dragon’s lair may be warped by the dragon’s magic, which may create one or more of the following effects; although some Steel dragons choose to actively suppress these effects to help blend in with the local population and prevent suspicions. Jalanvaloss has chosen to only use her regional effects to benefit the residents of the City of Splendors, as a political move to help keep both the Blackstaff and the ever-bothersome Watchful Order of Magists and Protectors from arguing against her removal from the city.

  • Once per day, Jalanvaloss can alter the weather in a 6-mile radius centered on the The Market in Waterdeep. She doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Jalanvaloss typically uses this to make the weather more comfortable for the residents (southern wind in the winter, etc).
  • Within 1 mile of the walls of Waterdeep, winds buoy non-evil creatures that fall due to no act of the Jalanvaloss’s or her allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Waterdeep Griffon Cavalry riders have found this particularly helpful although they are not aware of the true source of the effect.

If Jalanvaloss dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.


This creature is a 5e version of the dragon featured in Dragons of Faerûn (3.5e), Draconomican: Metallic Dragons (4e), and Dragon Magazine #243 (2e). She is also featured in the DMSGuild pubs titled "Houses of Waterdeep: Amcathra, Phylund, and Rosznar" and "Dragons of Waterdeep". Her spells, scattergloom and steelsting, can be found separately on D&D Beyond.


 

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