Huge Dragon, Typically Lawful Good
Armor Class 19 (natural armor)
Hit Points 256 (18d12 + 133)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
20 (+5)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +6, CON +13, WIS +7, CHA +11
Skills Arcana +8, History +8, Perception +13, Stealth +5
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic Common, Draconic, Dwarvish, Elvish, Goblin, Halfling, Orc, Undercommon
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.

Limited Magic Immunity. The dragon can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 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 19 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.

Enhanced 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 19 Wisdom saving throw or become charmed for 10 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 Enhanced Presence for the next 24 hours.

Hidden 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 19 Wisdom saving throw or have the presence of the dragon become hard to detect 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 has advantage to the dragon's Hidden 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 acid in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw, taking 56 (16d6) If this damage reduces the creature to 0 hit points or less they immediately stabilize and awaken 1d6 hours later with 1 hit point.

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 19 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.

Lair and Lair Actions

A Steel Dragon’s Lair

Steel dragons often make their lairs in stone towers, libraries, colleges, large buildings or sometimes will even claim an entire city as theirs. The dragon’s lair is always a place they own by deed and is open to the public of any given city population. While they often favour locales that attract those interested in academia, in some cases, they simply wish to learn all they can about as many people as possible and will instead establish themselves in a hotel, gambling den, artisan’s guild, public house, or some other kind of area bound to attract a diverse range of people. While the dragon is able to use its massive intelligence and long life span to amass wealth, the true treasure on the mind of the steel dragon is connection with other creatures and learned experience. In a sense, the dragon’s “horde” is many lifetimes of lived experience, something not even the most accomplished thief could steal.

Lair Actions

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

  • All creatures of the  dragon’s choosing in the lair must succeed on a DC 15 Intelligence Saving Throw. On a failed save a creature has one spell slot of their lowest unexpended level drained away by the dragon as if it had been used to cast a spell. The dragon gains 1d4 temporary hit points for every level of spell drained.
  • The dragon magically rearranges the layout of its lair. It can cause up to 30 feet in length of an existing wall to recede into the floor, or cause a new wall of up to 30 feet in length to spring up from the floor into the ceiling. A new wall may have doors and windows, or be completely featureless. Any creatures occupying the space of a new wall must succeed on a DC 15 Dexterity Saving Throw or be pushed up to the ceiling of the room and then fall down on a randomly determined side of the wall, taking fall damage depending on its height. A creature who succeeds on this saving throw can move into an unoccupied space on either side of the wall they choose.
  • The lair shakes and a large piece of the ceiling comes loose and falls. All creatures in a 10 foot area within 120 feet of the dragon take 2d12 bludgeoning damage, or half as much on a successful DC 14 Dexterity Saving Throw. A creature that fails this save by 5 or more is knocked prone and restrained beneath the rubble. A restrained creature is restrained until they, or an ally within 5 feet, use an action to push the rubble aside.

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:

  • All creatures within the lair have advantage on Intelligence checks and Intelligence saves.
  • Creatures that spend more than 24 hours over the course of a week in the dragon’s lair must succeed on a DC 15 Wisdom Saving Throw or find themselves fascinated with the location. While fascinated, a creature is unable to speak poorly of the dragon’s lair and if they truly did enjoy themselves there, will be forthcoming with others about how much they like the place. This is a charm based effect. Creatures that pass the saving throw have no inclination that there was a magical charm at play.
  • Creatures within 3 miles of the dragon’s lair who have a chaotic alignment are known to the dragon. It does not know their precise location, but it is aware of their presence.

If the dragon dies, all regional effects disperse instantly.

Habitat: MountainUrban

TheYellowHatMan

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