Armor Class 19 (natural armor)
Hit Points 236 (18d12 + 90)
Speed 40 ft., fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
25 (+7)
INT
26 (+8)
WIS
17 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +12, INT +13, WIS +8
Skills Arcana +11, Insight +10, Medicine +11, Perception +12
Damage Resistances Slashing
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Object Imbue. The forge dragon can imbue 8 objects per day with a maximum of 1 imbue per object. After a long rest the dragon may prepare up to 15 imbues that are level 10 or below. It may only use each imbue once per day.

Arcane Sight. The forge dragon is always able to sense the presence of magic within 60 feet of it. The magus dragon sees magic as a faint aura around any visible creature or object that bears magic, and instinctively knows which school of magic that magic belongs to, if any.

Close Grip. The forge dragon can remove magical effects from any item it came in contact with in the past. They also have the ability to pull the object to themselves from anywhere. If the target fails a strength check of 20

Arcane Items. The forge dragon wears many enchanted items such as rings or necklaces. These are often enchanted. They were either imbued by the forge dragon itself or brought to them by their hoard. These items can have a range of enchantments that differ dragon to dragon.

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: +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.

Breath Weapon. The forge dragon’s breath weapon is an extremely hot fire that is uses for welding. The dragon exhales blazing fire in a 60-foot cone. Each creature in that area must make a DC 18 dexterity saving throw, taking 15 d6 fire damage on a failed save, or half as much damage on a successful one. 

 

Spellcasting. The forge dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):

  • At will: Message, Mending, Detect Magic, Heat Metal
  • 5/ a day: Cure Wounds, Disguise Self, Enlarge/Reduce
  • 3/ a day: Flame Arrows, Magic Mouth
  • 2/ a day: Elemental Weapon
  • 1/ a day: Animate Object
Bonus Actions

Draconian Armor. The forge dragon can summon enchanted armor that adds 1d4 to their AC as-well as a random imbue effect that can be used on armor.

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 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The Forge Dragon creates communities that contain mainly Artificers but it is not rare to find barbarians, fighters, or rarely a rouge. You will never find a full-caster such as a wizard or a druid. Their hoard will often exchange metals and weapons in exchange for enchantments. 

These dragons seek out adventures that lack magic but are tired of being outclassed by their magical companions. They offer the adventurers magic items in exchange for metal and weapons. They force the adventurers to come back because if they do not the forge dragon can disable their weapons magical abilities or even turn the weapons against their owner. 

These dragons grant the adventurers powers and can slowly will teach one of the adventurers, their prince, their art. Eventually they can transfer their draconic essence to their prince, this is their successor.

This dragon will not allow magic users into its lair, but not because of hate, because of fear. This dragon will not let other magic users threaten its power. It attempts to keep its followers away from spell casters even within their own party.

The outer appearance of this dragon is in line with all warden dragons and has an animal like appearance. This dragon has a porcupine like appearance with metal spikes that it has welded to its skin. They are naturally scaleless so they have artificial metal scales that are brought to them by their hoard. These dragons adorn these scales with intricate carvings. They are often shielded with enchanted armor and may carry rings carved with runes.

Although these dragons intents might seem evil they often are purely trying to keep their hoard safe. Some honestly believe that magic users are too wild and powerful to be trusted. They try to comfort those who join them and they try to help them by granting their wishes.

The level of control and oppression the dragon forces on its hoard is entirely up to it.

Lair and Lair Actions

Forge dragons can be found in a multitude of places but are often found near people or where people used to be. This way they can use scrap metals for their weapons. Often they settle in abandoned cities. In these cities they use the metal they are brought to rejuvenate the city in the hopes to attract more people to join their hoard. Younger dragons may be more nomadic and settle on the outskirts of cities.

Lair Actions

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:

  • A mass illusion is casted over the city making it seem more beautiful than it truly is. Any creatures affected by it must make a DC 15 Wisdom saving throw or be charmed by the illusion.
  • Metal walls are launched up from the ground in a 30ft radius

 

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Habitat: MountainUnderdarkUrban

Raptor2011

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