Multiattack. The dragon makes three attacks: one with its bite and two with its wing blades.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Wing Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Magma Breath. The dragon unleashes a jet of magma in a 30-foot line. Each creature in that area must make a DC 16 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Land below this attack is coated in magma and is considered difficult terrain. Additionally, any creature that ends its turn on the magma take 3d8 fire damage at the end of its turn.
Haze Breath. The dragon opens its maw and unleashes a 15ft straight line of pink gas. Each creature in that area must succeed on a DC 16 Constitution saving throw or be unconscious 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.
Description
The steel dragon is almost the polar opposite to the silver dragon in appearance. Where the silver dragon appears as if it were chiseled out of a single chunk of silver, the steel dragon's hide appears comprised of thousands of razor sharp steel scales. Its wing tips end with a single, long, sword like scale. Its tail comes to a spear like tip at the end. Until it begins to mature however, these features are only used to look intimidating.
Lair and Lair Actions
A Steel Dragon’s Lair
Steel dragons dwell in locations where there is exceptional heat and, if available, magma. Volcanoes, deep underground caverns, ancient dwarven citadels, and even abandoned forges are ideal locations for the steel dragon to make its lair.
Lair Actions
On initiative count 15 (losing initiative ties), the dragon takes a lair action to cause one of the following effects. It cannot use its lair action within two turns of its last use.
- A sweltering heat fills the dragons lair, emanating from below the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) fire damage. Anything made of ice or snow instantly melts, and for the one round, cold damage is halved.







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