Amphibious. The dragon can breathe air and water.
Heated Body. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Vapor Step. As a bonus action, the dragon can teleport to an unoccupied space within 90 feet of it that it can see.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) fire damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.
Steam Breath (Recharge 5–6). The dragon exhales a focused jet of steam in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
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.
Vapor Step (Costs 2 actions). The dragon teleports to an unoccupied space within 90 feet of it that it can see.
Lair and Lair Actions
Steam Dragons make their lairs within the ruins of subterranean cities, in the wreckage of the throne rooms of despots, slavers, and dictators. They surround themselves with the trappings of authority, and collect thrones, crowns, scepters, and the armor and weapons of zealots. They also often seek labyrinthine caverns, steam vents, and subterranean lakes and seas.
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:
- Scalding hot vapor fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The vapor spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) fire damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- The temperature rises and tendrils of vapor writhe and shift in the shape of the dragon. Each creature within 120 feet of the dragon must make a DC 15 Wisdom saving throw. On a failure, each creature is frightened and has disadvantage on all attack rolls until initiative count 20 on the next round.
- Jets of steam erupt from the ground underfoot, striking up to three creatures above them within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+8 to hit) against each target. On a hit, the target takes 10 (3d6) force damage.
Regional Effects
The region containing a legendary steam dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Clouds of water vapor cling to the ground within 6 miles of the lair.
- Steam Mephits scour the land within 6 miles of the lair.
- Pools of unnaturally hot water collect in areas within 1 mile of the lair, and smell musty. Surfaces are coated in moisture.
If the dragon dies, the steam mephits disappear immediately, and the vapor clouds abate within 1d10 days. Any pools of water remain where they are.
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Posted Jun 28, 2020This is a great idea I'm going to make the wyrmling.
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Posted Jun 28, 2020Sorry I couldn't make it work.