Huge Dragon, Lawful Good
Armor Class 18 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +10, WIS +6, CHA +8
Skills History +14, Perception +11, Persuasion +8, Stealth +5
Damage Resistances Poison
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

 Foremost Expert. On any ability check relating to knowledge, the dragon's bonus is equal to their History bonus. Furthermore, pick one area of specialty knowledge. On any ability check relating to this field, the dragon treats a d20 roll of 9 or lower as a 10.

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

Actions

Multiattack. The dragon can use its Mighty 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 4 (1d8) acid 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.

Mighty 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 16 Wisdom saving throw or become frightened or charmed (the dragon's choice) 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 Mighty 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 line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Sleeping Gas. The dragon exhales a sweet smelling gas in a 60-­foot cone that is 10 feet tall. Each creature in that cone must make a DC 18 Constitution saving throw, or be incapacitated for 1 minute, until they take damage, or until someone uses an action to wake them. 

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, the Mighty Presence action, 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.

However if threatened (or simply startled) the dragon can also gain access to its any of its movement speeds, Armor Class and Strength, Dexterity and Constitution scores in this form, but doing so reveals many draconic features (growing scaly wings, unnatural strength, etc).

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.

Lair and Lair Actions

A steel dragon's lair is a large manse, castle, tower, or other building of similar size and security.

The steel dragon can use its lair actions in both dragon and human form.

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.

  • The dragon creates a wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to thunder damage, and immunity to fire, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses its lair action again or when the dragon dies.

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending a buried state on a success.

  • A creature the dragon can see within 120 feet of it burst must make a DC wisdom save or burst into laughter per Hideous Laughter

Regional Effects

The region containing a legendary steel dragon's lair is warped the dragon's magic, which creates one or more of the following effects:

  • Intelligent creatures within the town in which the dragon lives become more intellectually stimulated than they used to be, and frequently pick up unusual interests which become a passion. They are keen to engage in debate and discourse, and to an outsider it seems like a surprising number of people in town, not to mention people in surprising walks of life, are erudite intellectuals.

  • Within its lair, the dragon can set illusory sounds so that they can be heard in various parts of the lair. It often uses this ability to listen to great classical works.

  • Within the limits of its home town, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it is impossible except by magical means.

 If the dragon dies, the intelligent creatures remain as they have become, but other effects fade over 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/16/2019 9:07:28 AM
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8/16/2019 9:16:43 AM
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9/5/2019 8:44:02 AM
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9/5/2019 8:44:23 AM
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2/17/2020 10:13:25 PM
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Habitat: Urban

JustDoomed

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