Huge Dragon, Neutral Good
Armor Class 21 (natural armor)
Hit Points 260 (20d12 + 140)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
18 (+4)
WIS
11 (+0)
CHA
21 (+5)
Saving Throws DEX +7, CON +13, WIS +6, CHA +11
Skills Arcana +8, History +8, Perception +11, Stealth +5
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic Any language it has known in past lives
Challenge 17 (18,000 XP)
Proficiency Bonus +6
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 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.

Acid Breath. The dragon exhales an acidic blast in a 60-foot line. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.

Poison Breath. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute and take 32 (8d8) poison damage on a fail or half as much on a success. 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. If its polymorphed form dies, it can choose to revert back to its true form or remain polymorphed into a corpse until changing into a dragon is safe. 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 all ability scores as if it were still a dragon, 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

Steel dragons in their natural forms are especially feline in their movements and stature. They have scales that shine like burnished steel as adults and usually smell like wet metal. Younger dragons' scales are a darker blue-gray and less lustrous. Their wings consist of overlapping blades that looked like feathers, and the scales on their chests resemble shields.

Their faces are particularly expressive, sometimes giving the illusion of a human-like face. They have many long spines surrounding their faces, which give the appearance of hair.

In humanoid forms, steel dragons usually keep their true identities secret; however, they always have at least one visual indication of their true nature in the form of steel-gray hair, eyes, tattoos, or another feature.

Lair and Lair Actions

A Steel Dragon's Lair

A steel dragons lair is not often used as an actual home, but rather a place to preform its vaulting ritual, and to store its symbolic treasure from each life. A steel dragon will generally choose to live near this lair, but as they prefer to live as a humanoid, they will chose to reside in a place suited to their current life, whether that be a palace or a humble shack. A steel dragons lair is infused with the same magic that effects the steel dragon itself.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: 

  • The dragon casts the charm person spell as a 5th level spell slot. This does not use one of its spell slots
  • A creature the dragon can see within 120 feet of it must make a DC 17 wisdom save or fall into a state of forgetfulness. They must use their action on their turn to make the same saving throw in an attempt to remember what they were doing, with advantage if someone is trying to explaiclean them.

Regional Effects

The region containing a legendary steel 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 alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise, the effect is identical to the spell weather.
  • It is difficult to locate or focus on the area near where the layer is within a mile. Players must make an DC 15 int. Check or get lost.
  • Once in their lifetime, a steel dragon can bring a humanoid to their lair and forge a soul bond, giving that humanoid extended life. The soul bonds purpose is to accompany the steel dragon throughout its lives as their closest friend. If the steel dragon dies, the soul bonds last purpose is to spread its art far and wide, and then they too will pass from the world.

If the dragon dies, changing weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Habitat: MountainUrban

HighGround501

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