Foremost Expert. On any ability check relating to knowledge, the dragon's bonus is equal to their History bonus in the skills section above. Furthermore, pick one area of speciality knowledge. On any ability check relating to this field, the dragon treats a d20 roll of 9 or lower as a 10.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (13d6) acid damage on a failed save, or half as much damage on a successful one.
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.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Steel dragons are a variety of dragon that prefer humanoid form to their own, using their shapeshifting ability to infiltrate the cities of civilised races and satisfy their endless curiosity regarding the art, culture, history, and politics of their adopted people.
A wyrmling steel dragon’s scales are blue-grey, highlighted with steel. As the dragon ages its colouring lightens, eventually gaining the luster of burnished steel by adulthood.
For some reason, possibly a conceit of vanity, or maybe just a law of their magical transformation by which they must abide, the steel dragon’s humanoid form always has one feature that is steel-grey. This feature might be their hair, eyes, or nails, for instance. However, it need not be an organic part of their body and might just as easily be ornamentation such as a ring or tattoo. Whatever the reason, it is by this sign that two steel dragons recognise each other.
Urban Dwellers. Steel dragons prefer to live among humanoids, choosing for their homes large dwellings such as mansions, towers or castles. Their homes invariably contain a secure strongroom in which they store their treasure. The steel dragon prefers to have a life of significance worthy of their sense of personal status, and as such they stand apart even while they blend in amongst the people of their city. They typically take on a suitably intellectual role within society, that they might more easily acquire the knowledge necessary to continually satisfy their limitless curiosity. As such, they may be known as sages, scholars, or wizards in their humanoid form.
Unbound Curiosity. Steel dragons like to live among humanoids for the opportunity it presents - it is much easier to accumulate knowledge with access to the libraries and archives of the humanoid races. Given their lifespan, a steel dragon can live among many peoples, and even watch civilisations rise and fall, learning all they can from the best minds of multiple generations. Steel dragons value and gladly collect any kind of knowledge, but many have favourite topics which over time become areas of specialist knowledge at which few could compare.
Peaceful Predators. Despite their power, steel dragons would rather talk their way out of a conflict than engage in needless fighting. If a fight is unavoidable, the steel dragon opens up with spells or ranged attacks in preference to melee, only transforming back into a dragon if the need is dire. Where possible the dragon will use its spells to incapacitate an enemy, unless the enemy is clearly too dangerous to be left alive.
Lair and Lair Actions
A steel dragon's lair is a large manse, castle, tower, or other building of similar size and security.
The steel dragon can use its lair actions in both dragon and human form.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row.
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The dragon creates a wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to thunder damage, and immunity to fire, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses its lair action again or when the dragon dies.
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Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand or stand up. A creature can take an action to make a DC 10 Strength check, ending a buried state on a success.
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The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centred on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
The region containing a legendary steel dragon's lair is warped the dragon's magic, which creates one or more of the following effects:
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Intelligent creatures within the town in which the dragon lives become more intellectually stimulated than they used to be, and frequently pick up unusual interests which become a passion. They are keen to engage in debate and discourse, and to an outsider it seems like a surprising number of people in town, not to mention people in surprising walks of life, are erudite intellectuals.
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Within its lair, the dragon can set illusory sounds so that they can be heard in various parts of the lair. It often uses this ability to listen to great classical works.
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Within the limits of its home town, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it is impossible except by magical means.
Previous Versions
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8/26/2023 3:45:33 PM
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Coming Soon
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