Large Dragon, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft., swim 60 ft. The dragon has webbed feet and collaspable fins along its body that aid it while swimming.
STR
21 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws DEX +4, CON +9, WIS +4, CHA +7
Skills Perception +8, Stealth +4
Damage Resistances Cold
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft. The dragon can see through fog or mist., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Blur: The dragon moves silently and easily through mist or fog. Its white, semi-translucent scales are nearly invisible and difficult to strike.  All attacks against the dragon are at disadvantage.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fheat damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Steam Breath (Recharge 5–6). The dragon exhales steam in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Description

Mist surrounds a steam dragon, whose slightly swept-back horns and silvery white scales define its silhouette. Its beaked snout vents steam at all times, and its eyes shimmer with heat when it is angry.  This is a hybrid dragon with one red dragon parent; the other white.  They can live in most environs, however, they prefer isolated underground places with large pools of water near rivers, lakes or swamps.

Lair and Lair Actions

The lair is shrouded in a constant layer of thick mist.  The clinging vapor obscures visibility to 15'.  Warm water drips from the ceilng and collects in pools on the floor.

Lair events:

Earthquake violently shake the area.  All creatures, except the dragon, must make a successful save verses dexterity (DC 15) of be knocked prone.

At times these quakes become strong enough to dislodge rock or stalagtites from the roof of the cavern; causing them to crash to the floor below.  Another dexterity save is required (DC 15).  Those who fail the save take 2d10 bludgeoning damage from the stone as it erupts against the floor.  Prone creatures take this save at a disadvantage.

Another hazard that plagues those who would trespass into the lair of a steam dragon is the frequent gysers that shoot scaling water and steam from the myriad cracks and vents in the floor and walls of the lair.  A successful dexterity save (DC 12) will remove half the 5d6 fire damage sustained.

Habitat: ForestHillMountainSwamp

o0Antyx0o

Comments

Posts Quoted:
Reply
Clear All Quotes