Medium Construct, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 256 (6d12 + 6)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +8, CON +13, WIS +8, CHA +13
Skills Insight +25, Perception +24, Persuasion +32, Stealth +21
Damage Immunities Fire
Senses Blindsight 60 Ft, Darkvision 120 ft, Passive Perception 6
Languages Common, Draconic Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 

False Appearance. While the dragon is in the metallic form, it can not be detected by any spells except Detect Good and Evil, where it will be seen as a chaotic evil being, but it won't be detected fully, just the mood of the room.

Amphibious. The dragon can breathe air and water.

Too heavy. If it is in water or in the air for 3 turns or more, it will fall taking 5d10 when falling in the air and having to do a strength check instead of a turn.

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

Actions

Multiattack. The dragon can use its Metallic Presence. It then makes three attacks: one with its bite and two with its claws.

Metal Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Golden Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.

Golden Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

 

Change Shape. It can change form into any metallic being, object, or construct made of metal. 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 for any class features or legendary actions of that form.

 

Metallic 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 21 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.

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.

Golden Tail Attack. The dragon makes a tail attack.

Metallic Wing Attack (Costs 2 Actions). The dragon beats its wings. 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 fly up to half its flying speed.

Description

A magical construct dragon, made of hundreds of gold armor pieces, feared by many adventures that come by it. Its extremely hot metal breath has killed many adventurers that have entered its domain.

Previous Versions

Name Date Modified Views Adds Version Actions
11/16/2022 9:50:05 PM
1
0
5e
Coming Soon

Monster Tags: construct

Habitat: ForestGrassland

Iminismasher

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