Huge Dragon, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 200 (20d12 + 80)
Speed 40 ft., Fly 60 ft.
STR
28 (+9)
DEX
14 (+2)
CON
28 (+9)
INT
12 (+1)
WIS
11 (+0)
CHA
23 (+6)
Saving Throws STR +14, DEX +7, CON +14, CHA +11
Skills History +10, Insight +7, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
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 wing blades.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (1d10 + 18) piercing damage.

Wing Blade. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d6 + 12) slashing damage.

Tail Spear. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 17 (1d8 + 16) 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 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 the dragon's Frightful Presence for the next 24 hours.

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

Molten Steel Breath. The dragon unleashes a jet of white-hot steel in a 30-foot line. Each creature in that area must make a DC 16 Constitution saving throw, taking 24 (6d8) fire damage on a failed save, or half as much damage on a successful one. Land below this attack is coated in liquid steel and is considered difficult terrain. Additionally, any creature that ends its turn on the magma takes 4d8 fire damage at the end of its turn. The steel takes one minute to cool, removing the difficult terrain effect, but making burrowing through that land impossible.

Strong Haze Breath. The dragon opens its maw and unleashes a 15ft straight line of yellow gas. Each creature in that area must succeed on a DC 16 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. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

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 any class features or legendary actions of that form.

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.

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

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 16 Constitution saving throw or take 10 (2d10) fire damage. Anything made of ice or snow instantly melts, and for the one round, cold damage is halved.

Habitat: Mountain

Dracofure

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