Deem Leem's bag o' Stuff

Steel Dragon, Adult
HUGE DRAGON (METALLIC)

Steel dragons pride themselves on being protectors of those who can’t protect themselves, and will quickly intervene with any means necessary to thwart those who would see harm come to innocents. Using both their white hot flames and ability to move metal through magnatism, they fearlessly defend the multiverse against evildoers and their minions.

Habitat: Urban; Treasure: Armaments and Warrior Manuscripts

Steel Dragon's Lair

Steel dragons make their homes in hallowed halls and grand keeps constructed by them and their allies.
The region containing an adult or ancient steel dragon’s lair is altered by its presence, creating the following effects;
Bonded Guardianship. While in its lair, the dragon can cast Warding Bond, requiring no Material components, targeting up to 6 creatures that are within 1 mile of its lair. It does not need to make physical contact with these creatures or be able to see them. The spell functions as long as the creatures remain within 1 mile of the dragon’s lair.
Hallowed Grounds. The area within 1 mile of the lair is under the effects of a Hallow spell, and dead bodies interred in the area can’t be turned into undead. The creature type affected by the spell is chosen by the dragon each day at dawn.
If the dragon dies or moves its lair elsewhere, these effects end immediately.


Armor Class: 18

Initiative: +10 (20)

Hit Points: 212 17d12+102

Speed: 40 ft, Fly 80 ft

Challenge: 16 (XP 15,000 or 18,000 in lair; PB +5)
    MOD SAVE
STR 25 +7 +7
DEX 10 +0 +5
CON 23 +6 +6
    MOD SAVE
INT 16 +3 +3
WIS 15 +2 +7
CHA 20 +5 +5

Skills: Intimidation +10, Religion +8, Perception +7, Persuasion +10, Stealth +5

Immunities: Fire

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17

Languages: Common, draconic


Traits

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.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Dispel Magic (B) Either of its breath weapons.

Rend. Melee Attack Roll: +12 to hit, reach 10 ft. Hit: 16 2d8+7 Slashing damage plus 5 1d10 Fire damage. This damage bypasses resistance to Fire but not immunity.
Flash Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 19, each creature in either a 60-foot Cone or 90-foot Line. Failure: 66 12d10 Fire damage. Success: Half damage. This damage bypasses resistance to Fire but not immunity.
Magnesis Breath. Strength Saving Throw: DC 19, each creature that is wearing or is composed of metal in a 90-foot Line. Failure: The target is pulled or pushed up to 90 feet straight towards the dragon and has the Prone condition.
Spellcasting. The dragon innately casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10):

  • At will: Detect Magic, Dispel Magic, Divine Smite (2nd level), Shapechange(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
  • 3/day each: Banishment, Blink, Dispel Evil and Good, Mirror Image
  • 1/day each: Dimension Door, Hallow


Bonus Actions

Smite bonus(2nd level). After a successful rend attack on the dragons turn, deal an additional 13 3d8 Radiant damage or 18 4d8 Radiant damage if the target is a Fiend or an Undead.


Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Retribution. The dragon makes a rend attack and casts Divine Smite at second level
Protect. The dragon moves up to half its Speed, and it protects any number of creatures within 10 feet of it, giving them a +2 bonus to their AC as long as they remain within 10 feet of the dragon until the start of the dragon’s next turn.
Fearsome Stomp. Dexterity Saving Throw: DC 19, all creatures within 15 feet of the dragon. Failure: The target is Prone and becomes Frightened of the dragon until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.


Created by

stormgate_dnd.

Statblock Type

Monster/NPC

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