| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 14 | +2 | +14 |
| CON | 26 | +8 | +24 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +9 |
| WIS | 17 | +3 | +16 |
| CHA | 22 | +6 | +21 |
Immutable Form: The dragon’s hardened scales prevent it from changing shape or polymorphing, making its dragon form permanent.
Fortifying Hide: When the dragon has taken any hit point damage, it can use its Hardening Mist Breath on itself as an action (consuming a use of the breath weapon). It regains 30 hit points, and its AC increases by 2 for 1 minute.
Legendary Resistance (3/Day 4 /day if in lair): If the dragon fails a saving throw, it can choose to succeed instead.
Spellcasting.
The dragon casts one of the following spells, requiring no material components:
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At will: detect magic, mending
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3/day each: shield, fabricate
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1/day each: stoneskin, wall of stone
Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Hardening Mist Breath (Recharge 5–6): The dragon exhales a metallic mist in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature’s Dexterity is reduced by 5 (minimum 5) for 1 minute, lowering its AC and speed accordingly. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the dragon can use this breath on itself (see Fortifying Hide).
Concussive Shockwave Breath (Recharge 5–6): The dragon exhales a shockwave in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Strength saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is pushed 20 feet away from the dragon and knocked prone.
Scale Shatter: The dragon emits a 20-foot cone of scale fragments. Each creature in the area must make a DC 19 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. The damage counts as magical. The dragon’s AC is reduced by 1 until it uses Fortifying Hide or completes a long rest.
Reaction Name. Enter the description for your action.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken 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.
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Harden Resolve: The dragon imbues itself or a creature within 30 feet with vanadium-like resilience, granting resistance to one damage type of its choice until the end of the next creature’s turn.
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Tail Attack: The dragon makes a tail attack.
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Reinforce (Costs 2 Actions): The dragon grants 20 temporary hit points to a creature within 60 feet by coating it in a metallic sheen, or hardens an ally’s weapon, granting +2 to damage rolls for 1 minute.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
As you step into the cavernous heart of the volcanic mountain, the air grows heavy with the scent of molten metal and the faint hum of arcane energy. Before you looms a creature of breathtaking majesty: a Vanadium Dragon, its massive form dominating the chamber like a living fortress. Its sleek, silvery-gray scales gleam like polished steel, each one hexagonal and harder than any armor forged by mortal hands, reflecting the flickering glow of nearby lava pools. The dragon’s body, coiled yet unyielding, stretches some forty feet, its muscular frame radiating an aura of permanence, as if it could never bend or break. Broad, metallic wings, their membranes a lattice of silver mesh, fold tightly against its sides, while a crest of jet-black, crystalline spines—sharp as tempered blades—runs from its neck to the tip of its whip-like tail.
The dragon’s angular head rises, its anvil-like snout and backward-curving, forged-metal horns framing a face of chiseled strength. Its eyes burn with a piercing bluish-white glow, exuding stoic resolve and an unshakable will. As it shifts, a faint shimmer ripples across its scales, hinting at some inner magic that makes its hide even tougher, as if tempered by divine fires. The chamber itself feels like an extension of the dragon’s power: blackened stone walls, laced with pulsing veins of vanadium ore, seem to resist your very presence, and scattered anvils and ingots of rare metals gleam in the shadows, part of its hoard. The ground beneath your feet is unnaturally dense, unyielding to even the thought of intrusion, and the air carries a subtle charge, as if the dragon’s mere existence hard Dobbs everything around it.
The Vanadium Dragon regards you with a calm, unyielding gaze, its deep voice resonating like the clang of a hammer on an anvil. “Speak, mortals,” it rumbles, “and prove your worth, for only the resilient may stand in my presence.” Its presence is both inspiring and daunting, a guardian of eternal strength, yet its coiled posture suggests it’s ready to unleash devastation if provoked. What do you do?
Lair and Lair Actions
Lair Effects
On initiative count 20 (losing initiative ties), the dragon can take 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 causes the lair’s walls to emit a hardening pulse. Each creature within 30 feet of a wall, floor, or ceiling must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn as the surface temporarily hardens around it.
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The dragon reinforces a 20-foot-square section of the lair’s floor or walls, granting it resistance to all damage until initiative count 20 on the next round.
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The dragon causes a 10-foot-radius area within 60 feet to become infused with vanadium-like hardness. Until initiative count 20 on the next round, creatures in that area gain resistance to bludgeoning, piercing, and slashing damage.
Regional Effects:
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Metal and stone within 6 miles of the lair gain supernatural hardness, resisting corrosion and damage.
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The ground within 1 mile of the lair is dense with vanadium-like ore, imposing disadvantage on checks to burrow or dig without magical aid.
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Structures and allies’ weapons within the lair gain resistance to all damage, and weapons gain a +1 bonus to attack rolls due to the dragon’s hardening aura.
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Tunneling and magical passage (e.g., passwall, dimension door, or teleport targeting a destination within the lair’s walls, floors, or ceilings) through the lair’s walls, floors, or ceilings is nearly impossible. Nonmagical tunneling automatically fails. Magical attempts require a DC 20 Intelligence (Arcana) check by the caster or user; on a failure, the spell or effect fails, and the caster takes 4d6 force damage from magical feedback.
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These effects fade over 1d10 days if the dragon dies.
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