Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Indomitable Will. The dragon cannot be charmed, frightened, or confused.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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.
Force Breath. The dragon exhales a blast of deadly force in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) force damage on a failed save, or half as much damage on a successful one.
Hematurgy (Recharge 6). The dragon targets three creatures that are within 60 feet of it, magically manipulating the iron in their blood. Each one must make a DC 18 Constitution saving throw. Creatures that fail the save take 15 (3d10) Piercing damage and are incapacitated for one minute as their veins experience excruciating pain. Constructs and creatures that do not have blood automatically succeed the saving throw.
Impenetrable Shield. As a bonus action, the dragon wraps its wings around itself, forming a shield. While this shield is up, any attack that hits the dragon and deals less than 30 damage instead deals no damage. The dragon also gains immunity to bludgeoning, piercing, and slashing damage from nonmagical or non-adamantine weapons. The dragon's flying speed is 0 while the shield is up.
The dragon can also use a bonus action to resume normal use of its wings.
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.
The dragon cannot use this action if its Impenetrable Shield is in use, unless it uses a bonus action to resume normal use of its wings.
Description
Steel dragons are known for their common sense and their ability to strategize. Like gold dragons, they are incredibly wise, but they also have a willpower that far exceeds that of any mortal creature. Their longevity and practical knowledge grants them the ability to plan for events far in advance of their occurring, and in combat, their iron-tough scales make them almost impossible to truly harm.
Lair and Lair Actions
A Steel Dragon’s Lair
Steel dragons dwell in mineral-rich caverns or volcanoes. They tend to prefer isolation, as they often find the company of more short-lived creatures to be shallow, but they will occasionally take up residence near dwarven settlements or underground mines.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon draws out the metallic minerals from the stone comprising its home, forming it into spikes which jut out from the earth. The dragon chooses a point in its lair, and the ground within 300 feet of that point becomes difficult terrain. Creatures who enter the area or who start their turn within it take 12 (3d8) Piercing damage.
- A frightfully strong gale blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) force damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Once per day, the dragon can cause an earthquake anywhere within 6 miles of its lair. This effect is identical to the earthquake spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- The dragon knows the location, size, and alignment of any creature touching the ground within 6 miles of its lair. It also senses the presence of any creatures or items made of or containing metal.
If the dragon dies, seismic activity reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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