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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8844580" data-attributes="member: 6915329"><p>And I’m back! I got quite a lot of writing done, and imagine I’m about half-way through my book. Although that includes all the art I need to do. Therefore, for the time being, I’m only going to be posting these monsters every <strong><em>2-3</em></strong> days instead of every day.</p><p></p><p>Also, in case anyone is interested, I have collected all of these monsters <a href="https://docs.google.com/document/d/1J_HMVDfo8oVL0Kybj9bbQCvu4iLOftpthLBUZBpAulI/edit?pli=1#heading=h.c1gdmzn9h8e6" target="_blank">here</a>.</p><p></p><p>Up next are the ferrous dragons, which were first introduced in #170, and then updated to 3e in #356. I’ve always found them really neat and have always wished that they were made “official” in the same way that gem dragons, which also originated in this magazine, were.</p><p></p><p>The first article says that they “are not known to have a king, queen, or deity figure” and then promptly gives them exactly that. They have a strict hierarchy (nickel dragons at the bottom, then tungsten, cobalt, and chrome dragons, and iron dragons at the top) and live in clans. Each clan has a ruler, and each species has a Sovereign. The Sovereign is telepathic and likes to read the minds of the dragons under its command, and all the Sovereigns are in turn ruled and mind-probed by the Supreme Dragon, Gruaghlothor—there are no secrets from him. He may not be a god but has more hit points and a higher XP value than either Bahamut or Tiamat (according to the 2e Draconomicon). Also, since Gruaghlothor is interested only in the survival of the ferrous dragons, ferrous dragons don’t fight amongst themselves. In the 3e version, the telepathy and thought-reading are missing—dragons merely report to those ranked above them. The original article also says that once were “at least” 12 species of ferrous dragons, but due to a great internecine conflict known as the Iron Wars, two species went extinct and five species fled, never to be heard of again. Maybe the article’s author was planning on a sequel.</p><p></p><p>The 3e text goes on to say that evil ferrous dragons view metallic dragons as an “abominations that must be destroyed,” good ferrous dragons view metallics as “metal at its purist,” and neutral ferrous dragons consider them “metallic in name only” (MINO?) and ignore them. But <em>none </em>of them like chromatic dragons, and they all are generally OK with gem dragons.</p><p></p><p>Personally, I’d ignore all of that, but then again, I’m the type to just say dragons are dragons, regardless of coloration or type of breath weapon. A red dragon can be hatched out of a dragon laid by an amethyst dragon. And I don’t really feel the need for draconic mind-reading secret police.</p><p></p><p>Of the five types of ferrous dragons, only three of them are actually ferrous metals. But! The 3e article states that they all have very high levels of iron in their blood—so high, that they are attracted to it and can detect metal. So I guess they’re at least weakly magnetic. That’s actually going to be a Sign for all of these dragons: compass needles start going haywire. Plus, you can stick spoons on them.</p><p></p><p>Anyway. The first dragon is the <strong>nickel dragon</strong>. A highly chaotic creature who enjoy scaring others. The original article has an “amusing” typo. It’s said to be the weakest ferrous dragon, but it has 21 base Hit Dice—gold dragons, in comparison, have <em>15 </em>base Hit Dice. Obviously this was supposed to be 12, like black dragons, but I have to wonder how many people actually ran this dragon with 21 HD.</p><p></p><p>[ATTACH=full]268447[/ATTACH]</p><p><span style="font-size: 15px">Art by James Zhang</span></p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Nickel Dragon (Ferrous Dragon)</span></strong></span></p><p>The Dragon's Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356</p><p>Created by Jason M. Walker, Kevin Baase, and Eric Jansing</p><p></p><p>Nickel dragons are the smallest and weakest of ferrous dragons, but they make up for this by being tenacious, vicious, and highly unpredictable. When first hatched, their scales are splotched with grey, but they become brighter and more metallic-looking as they age. An ancient nickel dragon is a pure, metallic white. They are squat and muscular, with long horns atop its crocodilian head and a frill down its neck. Like nearly all dragons, nickel dragons have hoards—but their hoards are as likely to contain random assortments of things as they are to contain gold and jewels.</p><p></p><p><strong><em>Swamp Dragons. </em></strong>Nickel dragons live in marshes, often those along coastlines. They usually keep several lairs—one for eggs and the rest for treasure—but the dragon itself sleeps wherever it feels like, in short-term nests made of vines, tree branches, dead leaves, and mud. They frequently share territory with black and bronze dragons, both of whom find nickels to be boorish, annoying, and unnecessarily destructive. Upon meeting another dragon, a nickel is equally likely to attack as they are to talk the other dragon’s ear off, try (and usually fail) to become best friends, or flirt.</p><p></p><p>On occasional, a nickel dragon will find its way into a sewer drain—generally where there’s a large opening that drains into the sea. They often enjoy such fetid conditions and like to speak through drainpipes and sewer openings in an attempt to trick and confuse the residents of the city above.</p><p></p><p><strong><em>Predictably Unpredictable. </em></strong>Nickel dragons enjoy chaos for the sake of chaos; to them, anything that stays the same for too long is incredibly boring. They don’t really think about tactics and when fighting, tend to flit from foe to foe, blasting away with their breath and slicing with teeth and claws as the whim strikes, even if the attack isn’t actually helpful.</p><p></p><p><strong><em>Toying With Emotions. </em></strong>They find emotions—other creature’s emotions, at least—to be the most fascinating things, because they can change so quickly. Although their preferred territories are usually far away from settlements, nickel dragons will occasionally fly long distances just to play with humanoids. Sometimes literally—nickel dragons rival coppers for being fun-loving and enjoying games—but sometimes they play more like a bored house cat, terrorizing “lesser creatures” for the thrill of watching them run around in a panic.</p><p></p><p><strong><em>Poor Parents. </em></strong>Nickel dragons lay many eggs but tend to forget about them. They’re slightly more attentive when the eggs hatch, since their hatchlings can ask for attention, but their parenting is haphazard at best; they switch between being demanding and overprotective teachers and having a completely laissez faire attitude at the drop of a hat. As a result, few nickel dragons reach maturity, and they are as a dragon species particularly rare.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or History check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Nickel dragons live in swamps, especially salt-water swamps near coastlines.</p><p></p><p><strong>DC 15.</strong> These dragons breathe a phosphorescent cloud of acidic vapors. Those who get caught in the cloud glow, as if they had been targeted with <em>faerie fire.</em></p><p></p><p><strong>DC 20.</strong> Nickel dragons are very random creatures, and their moods and interests change from moment to moment. They seem to have poor memories, except when it comes to grudges, which they can hold on to forever.</p><p></p><p><strong><span style="font-size: 18px">Nickel Dragon Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Swamps, coastlines</p><p></p><p><strong>CR 3-4</strong> nickel dragon wyrmling with 3-4 kobolds; 2 nickel dragon wyrmlings</p><p><strong><em>Treasure:</em></strong> 400 sp, bone medallion engraved with a labyrinth (10 gp), copper crown set with a (25 gp), scroll with a poem on it, on which is written mediocre poetry in exquisite calligraphy, <em>bubble wand, spell scroll of searing equation</em></p><p></p><p><strong>CR 5-10</strong> young nickel dragon</p><p><strong><em>Treasure:</em></strong> 550 gp, 1,000 sp, slightly rotted buckler shield of elven make (5 gp), electrum ewer (25 gp), masterwork greatsword with griffon pommel (125 gp), steel censor (75 gp), silver bowl (75 gp), vial of antitoxin, flask of alchemist’s fire, <em>potion of hill giant strength, scroll of alarm</em></p><p></p><p><strong>CR 11-16</strong> young nickel dragon with 2d4+4 boggards and 1d4+2 boggard bravos; young nickel dragon with 1d4+2 bugbears; young nickel dragon with bunyip</p><p><strong><em>Treasure:</em></strong> 2,500 gp, 1,250 ep, 1 amber (100 gp), large silver mirror (50 gp), breastplate with hydra design on it, magnifying glass (25 gp), jade coffer engraved with complex maze pattern (250 gp), gold armlet (250 gp), 2<em> potions of cure wounds, scroll of animate dead, seeds of necessity</em></p><p></p><p><strong>CR 17-22</strong> adult nickel dragon; adult nickel dragon with 1d4+1 bugbears; young nickel dragon with 4 harpies</p><p><strong><em>Treasure:</em></strong> 500 pp, 1,000 gp, 2 aquamarines (500 gp each), platinum bowl rimmed with moonstones and engraved with arcane runes (750 gp), silver medallion engraved with a dragon (500 gp), slightly gnawed upon, amber figurine of a griffon (500 gp), <em>bag of beads, defending drum, restorative ointment, </em></p><p></p><p><strong>CR 23-30</strong> adult nickel dragon with sewer chimera or dread troll; ancient nickel dragon; ancient nickel dragon and ogre mage</p><p><strong><em>Treasure:</em></strong> 1,200 pp, 2,000 gp, diamond worth 5,000 gp, an ornately-woven carpet, rolled up, a royal dress that once belonged to a queen who rules nearby (2,000 gp), jade broach in the shape of a flower, heavily tarnished life sized silver statue of an elf mage (7.500 gp), vial of purple worm poison, <em>absurdist web, +3 breastplate, impossible cube, staff of gravity bending</em></p><p></p><p><strong>CR 31+</strong> Nickel great wyrm; nickel great wyrm and 2d4 awakened trees; ancient nickel dragon and ur-otyugh</p><p><strong><em>Treasure</em> </strong>5,500 pp, 35,000 gp, agate chalice inlaid with gold (5,000 gp), vase made from extradimensional crystal (7,500 gp), large landscape painting (5,000 gp), trumpet made from a black dragon’s horn (2,500 gp), gold scepter (7,500 gp), <em>crystal ball, potion of invisibility, transforming cloak (sylph), wand of wonder</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Compass needles start going wild.</p><p>2 Weird giggling in the shadows.</p><p>3. Explosive bursts of swamp gas.</p><p>4. Everything is constantly waterlogged, making finding dry wood and starting fires almost impossible.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Planning out a complex and dangerous prank.</p><p>2. Sleeping in a giant nest.</p><p>3. Hiding in ambush.</p><p>4. Approaches the party and demands that they hang out and talk for a while. May attack if the talk gets boring.</p><p>5. Hiding in ambush, but fidgeting and talking to itself, thus ruining the sneak attack.</p><p>6. Attacks on sight.</p><p></p><p><strong><span style="font-size: 18px">Nickel Dragon Lair Features</span></strong></p><p>The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features.</p><p></p><p>1. Clouds of stinging insects fill the air, making the area lightly obscured. Up to three times per day as a legendary action, the dragon can command the insects to form 1d4 <strong>swarms of insects</strong>, which attack any creature other than the dragon.</p><p>2. Creepers and vines cover the lair and climb up any vertical surface. The area is difficult terrain for anyone other than the dragon and its minions, and any character that attempts to dash or sprint must make a Dexterity saving throw or fall prone as the vines wrap around the creature’s legs.</p><p>3. Silty water covers the ground of the lair, covering hidden pits and traps and making travel difficult. Underwater tunnels connect parts of the lair and provide hidden boltholes. Perception checks are required to find these tunnels.</p><p>4. The air is filled with itchy allergens. Upon entering the lair, and after each hour of travel within, a creature must make a Constitution saving throw or become wracked with terrible rashes.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Disme, Ieddrenyth, Kemataen, Moonshine, Vulunei</p><p></p><p><strong><span style="font-size: 18px">Variant: Nickel Dragon Spellcasters</span></strong></p><p>Some nickel dragons develop the ability to innately cast spells. A nickel dragon’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories.</p><p></p><p><strong> Young (save DC 13): 3/day each:</strong> <em>entangle, heat metal</em></p><p><strong> Adult (save DC 15): 3/day each:</strong> <em>confusion, gaseous form</em></p><p><strong> Ancient (save DC 18): 1/day each:</strong> <em>insect plague, plant growth</em></p><p><strong> Great Wyrm (save DC 18): 1/day:</strong> <em>awaken</em></p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Ancient Nickel Dragon</span></span></strong></p><p><strong>Legendary gargantuan dragon</strong></p><p>Challenge 23 (50,000 XP)</p><p><strong>AC</strong> 20 (natural armor)</p><p><strong>HP</strong> 367 (21d20+147; bloodied 173)</p><p><strong>Speed</strong> 40 ft., fly 80 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 25 (+7)</p><p><strong>INT</strong> 11 (+0) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Proficiency</strong> +7</p><p><strong>Maneuver DC</strong> 21</p><p><strong>Saving Throws</strong> Dex +7, Con +13, Wis +8, Cha +10</p><p><strong>Skills</strong> Perception +8 (+1d6), Stealth +7</p><p><strong>Damage Resistances</strong> fire</p><p><strong>Damage Immunities</strong> acid</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 21</p><p><strong>Languages</strong> Common, Draconic, one more</p><p><strong><em>Amphibious.</em></strong> The dragon can breathe air and water.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>If the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales corrode and flake off. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 1,000 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Burning Acid.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit: </em>28 (4d10+6) piercing damage plus 9 (2d8) fire damage, and a Huge or smaller target is grappled (escape DC 21). While grappling a creature, the dragon can’t bite another target or use its breath weapon.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit: </em>19 (3d8+6) piercing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 20 ft., one target. <em>Hit: </em>19 (3d8+6) bludgeoning damage, and the dragon pushes the target 10 feet away.</p><p><strong><em>Burning Acid. </em></strong>The dragon targets a creature within 60 feet, forcing it to make a DC 22 Dexterity saving throw. The creature takes 11 (2d10) acid damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Also on a failed save, the creature takes 5 (1d10) ongoing fire damage until it uses an action to end the effect.</p><p><strong><em>Swamp Gas Breath (Recharge 5-6). </em></strong>The dragon exhales a vile, glowing gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 76 (17d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Rend (While Grappling a Creature). </em></strong>The dragon makes a bite attack against a creature it is grappling.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Capricious Leap. </em></strong>After taking damage, the dragon can move up to 20 feet without provoking attacks of opportunity.</p><p><strong><em>Tail Attack. </em></strong>When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Roar.</em></strong> Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.</p><p><strong><em>Wing Attack.</em></strong> The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.</p><p><strong><em>Tail Lash. </em></strong>The dragon makes a tail attack.</p><p><strong><em>Caustic Fog (1/Day, Bloodied Only). </em></strong>The dragon emits a corrosive gas that causes terrible irritation, itches, and rashes. Each creature within 40 feet of the dragon must make a DC 22 Constitution saving throw. On a failure, the creature takes 11 (2d10) acid damage, is poisoned for 1 minute and while poisoned, suffers disadvantage on all Intelligence and Charisma ability checks and saving throws. A poisoned creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Ancient Nickel Dragon Variant: Nickel Great Wyrm</span></span></strong></p><p>The dragon is an elite monster, equivalent to two CR 22 monsters (82,000 XP). It has 693 (42d20+210; bloodied 346) hit points and the following trait:</p><p></p><p><strong><em>Concentrated Acid (1/Day). </em></strong>When the dragon is first bloodied, it immediately recharges its breath weapon. For the next minute, the dragon’s acid becomes immensely more corrosive, ignoring acid resistance and treating acid immunity as acid resistance.</p><p></p><p>The dragon has the additional legendary actions, which it can only use while bloodied:</p><p></p><p><strong><em>Elite Recovery. </em></strong>The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.</p><p><strong><em>Mortal Terror (Gaze). </em></strong>A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.</p><p><strong><em>Distill Acid. (Costs 2 Actions). </em></strong>The dragon recharges its breath weapon.</p><p><strong><em>Melt (Costs 3 Actions). </em></strong>The dragon spits a highly concentrated blast of acid at one creature it can see within 90 feet. That creature is affected as if caught in the dragon’s breath weapon, rolling to save as usual.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Adult Nickel Dragon</span></span></strong></p><p><strong>Legendary huge dragon</strong></p><p>Challenge 17 (18,000 XP)</p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 256 (22d12+132; bloodied 113)</p><p><strong>Speed</strong> 40 ft., fly 80 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 23 (+6)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +6</p><p><strong>Maneuver DC</strong> 19</p><p><strong>Saving Throws</strong> Dex +6, Con +12, Wis +6, Cha +8</p><p><strong>Skills</strong> Perception +7 (+1d6), Stealth +6</p><p><strong>Damage Resistances</strong> fire</p><p><strong>Damage Immunities</strong> acid</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 20</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Amphibious.</em></strong> The dragon can breathe air and water.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>If the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales corrode and flake off. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 1,000 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Flammable Acid.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit: </em>21 (3d10+5) piercing damage plus 4 (1d8) fire damage, and a Large or smaller target is grappled (escape DC 20). While grappling a creature, the dragon can’t bite another target or use its breath weapon.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit: </em>18 (3d8+5) piercing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit: </em>18 (3d8+5) bludgeoning damage, and the dragon pushes the target 10 feet away.</p><p><strong><em>Burning Acid. </em></strong>The dragon targets a creature within 60 feet, forcing it to make a DC 20 Dexterity saving throw. The creature takes 11 (2d10) acid damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Also on a failed save, the creature takes 5 (1d10) ongoing fire damage until it uses an action to end the effect.</p><p><strong><em>Swamp Gas Breath (Recharge 5-6). </em></strong>The dragon exhales a vile, glowing gas in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 54 (12d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Rend (While Grappling a Creature). </em></strong>The dragon makes a bite attack against a creature it is grappling.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Capricious Leap. </em></strong>After taking damage, the dragon can move up to 20 feet without provoking attacks of opportunity.</p><p><strong><em>Tail Attack. </em></strong>When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Roar.</em></strong> Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 16 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.</p><p><strong><em>Wing Attack.</em></strong> The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.</p><p><strong><em>Caustic Fog (1/Day, Bloodied Only). </em></strong>The dragon emits a corrosive gas that causes terrible irritation, itches, and rashes. Each creature within 40 feet of the dragon must make a DC 20 Constitution saving throw. On a failure, the creature takes 11 (2d10) acid damage, is poisoned for 1 minute and while poisoned, suffers disadvantage on all Intelligence and Charisma ability checks and saving throws. A poisoned creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Young Nickel Dragon</span></span></strong></p><p><strong>Large dragon</strong></p><p>Challenge 9 (5,00 XP)</p><p><strong>AC</strong> 17 (natural armor)</p><p><strong>HP</strong> 152 (16d10+64; bloodied 76)</p><p><strong>Speed</strong> 40 ft., fly 80 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 17 (+4) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 19 (+4)</p><p><strong>INT</strong> 9 (-1) <strong>WIS</strong> 11 (+0) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 15</p><p><strong>Saving Throws</strong> Dex +4, Con +9, Wis +4, Cha +5</p><p><strong>Skills</strong> Perception +3 (+1d6), Stealth +4</p><p><strong>Damage Resistances</strong> fire</p><p><strong>Damage Immunities</strong> acid</p><p><strong>Senses</strong> blindsight 30 ft., darkvision 120 ft., passive Perception 16</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Amphibious.</em></strong> The dragon can breathe air and water.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 500 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks once with its bite and twice with its claws.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>19 (3d10+3) piercing damage plus 4 (1d8) fire damage, and a Medium or smaller target is grappled (escape DC 15). While grappling a creature, the dragon can’t bite another target or use its breath weapon.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>16 (3d8+3) piercing damage.</p><p><strong><em>Swamp Gas Breath (Recharge 5-6). </em></strong>The dragon exhales a vile, glowing gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Rend (While Grappling a Creature). </em></strong>The dragon makes a bite attack against a creature it is grappling.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Capricious Leap. </em></strong>After taking damage, the dragon can move up to 10 feet without provoking attacks of opportunity.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Nickel Dragon Wyrmling</span></span></strong></p><p><strong>Medium dragon</strong></p><p>Challenge 2 (450 XP)</p><p><strong>AC</strong> 17 (natural armor)</p><p><strong>HP</strong> 45 (7d8+14; bloodied 22)</p><p><strong>Speed</strong> 40 ft., fly 80 ft., swim 40 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 15 (+2)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 10 (+0)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Saving Throws</strong> Dex +2, Con +5, Wis +1, Cha +2</p><p><strong>Skills</strong> Perception +1, Stealth +2</p><p><strong>Damage Resistances</strong> fire</p><p><strong>Damage Immunities</strong> acid</p><p><strong>Senses</strong> blindsight 30 ft., darkvision 120 ft., passive Perception 17</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Amphibious.</em></strong> The dragon can breathe air and water.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 100 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>23 (2d10+2) piercing damage.</p><p><strong><em>Swamp Gas Breath (Recharge 5-6). </em></strong>The dragon exhales a vile, glowing gas in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8844580, member: 6915329"] And I’m back! I got quite a lot of writing done, and imagine I’m about half-way through my book. Although that includes all the art I need to do. Therefore, for the time being, I’m only going to be posting these monsters every [B][I]2-3[/I][/B] days instead of every day. Also, in case anyone is interested, I have collected all of these monsters [URL='https://docs.google.com/document/d/1J_HMVDfo8oVL0Kybj9bbQCvu4iLOftpthLBUZBpAulI/edit?pli=1#heading=h.c1gdmzn9h8e6']here[/URL]. Up next are the ferrous dragons, which were first introduced in #170, and then updated to 3e in #356. I’ve always found them really neat and have always wished that they were made “official” in the same way that gem dragons, which also originated in this magazine, were. The first article says that they “are not known to have a king, queen, or deity figure” and then promptly gives them exactly that. They have a strict hierarchy (nickel dragons at the bottom, then tungsten, cobalt, and chrome dragons, and iron dragons at the top) and live in clans. Each clan has a ruler, and each species has a Sovereign. The Sovereign is telepathic and likes to read the minds of the dragons under its command, and all the Sovereigns are in turn ruled and mind-probed by the Supreme Dragon, Gruaghlothor—there are no secrets from him. He may not be a god but has more hit points and a higher XP value than either Bahamut or Tiamat (according to the 2e Draconomicon). Also, since Gruaghlothor is interested only in the survival of the ferrous dragons, ferrous dragons don’t fight amongst themselves. In the 3e version, the telepathy and thought-reading are missing—dragons merely report to those ranked above them. The original article also says that once were “at least” 12 species of ferrous dragons, but due to a great internecine conflict known as the Iron Wars, two species went extinct and five species fled, never to be heard of again. Maybe the article’s author was planning on a sequel. The 3e text goes on to say that evil ferrous dragons view metallic dragons as an “abominations that must be destroyed,” good ferrous dragons view metallics as “metal at its purist,” and neutral ferrous dragons consider them “metallic in name only” (MINO?) and ignore them. But [I]none [/I]of them like chromatic dragons, and they all are generally OK with gem dragons. Personally, I’d ignore all of that, but then again, I’m the type to just say dragons are dragons, regardless of coloration or type of breath weapon. A red dragon can be hatched out of a dragon laid by an amethyst dragon. And I don’t really feel the need for draconic mind-reading secret police. Of the five types of ferrous dragons, only three of them are actually ferrous metals. But! The 3e article states that they all have very high levels of iron in their blood—so high, that they are attracted to it and can detect metal. So I guess they’re at least weakly magnetic. That’s actually going to be a Sign for all of these dragons: compass needles start going haywire. Plus, you can stick spoons on them. Anyway. The first dragon is the [B]nickel dragon[/B]. A highly chaotic creature who enjoy scaring others. The original article has an “amusing” typo. It’s said to be the weakest ferrous dragon, but it has 21 base Hit Dice—gold dragons, in comparison, have [I]15 [/I]base Hit Dice. Obviously this was supposed to be 12, like black dragons, but I have to wonder how many people actually ran this dragon with 21 HD. [ATTACH type="full"]268447[/ATTACH] [SIZE=4]Art by James Zhang[/SIZE] [SIZE=6][B][COLOR=rgb(65, 168, 95)]Nickel Dragon (Ferrous Dragon)[/COLOR][/B][/SIZE] The Dragon's Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356 Created by Jason M. Walker, Kevin Baase, and Eric Jansing Nickel dragons are the smallest and weakest of ferrous dragons, but they make up for this by being tenacious, vicious, and highly unpredictable. When first hatched, their scales are splotched with grey, but they become brighter and more metallic-looking as they age. An ancient nickel dragon is a pure, metallic white. They are squat and muscular, with long horns atop its crocodilian head and a frill down its neck. Like nearly all dragons, nickel dragons have hoards—but their hoards are as likely to contain random assortments of things as they are to contain gold and jewels. [B][I]Swamp Dragons. [/I][/B]Nickel dragons live in marshes, often those along coastlines. They usually keep several lairs—one for eggs and the rest for treasure—but the dragon itself sleeps wherever it feels like, in short-term nests made of vines, tree branches, dead leaves, and mud. They frequently share territory with black and bronze dragons, both of whom find nickels to be boorish, annoying, and unnecessarily destructive. Upon meeting another dragon, a nickel is equally likely to attack as they are to talk the other dragon’s ear off, try (and usually fail) to become best friends, or flirt. On occasional, a nickel dragon will find its way into a sewer drain—generally where there’s a large opening that drains into the sea. They often enjoy such fetid conditions and like to speak through drainpipes and sewer openings in an attempt to trick and confuse the residents of the city above. [B][I]Predictably Unpredictable. [/I][/B]Nickel dragons enjoy chaos for the sake of chaos; to them, anything that stays the same for too long is incredibly boring. They don’t really think about tactics and when fighting, tend to flit from foe to foe, blasting away with their breath and slicing with teeth and claws as the whim strikes, even if the attack isn’t actually helpful. [B][I]Toying With Emotions. [/I][/B]They find emotions—other creature’s emotions, at least—to be the most fascinating things, because they can change so quickly. Although their preferred territories are usually far away from settlements, nickel dragons will occasionally fly long distances just to play with humanoids. Sometimes literally—nickel dragons rival coppers for being fun-loving and enjoying games—but sometimes they play more like a bored house cat, terrorizing “lesser creatures” for the thrill of watching them run around in a panic. [B][I]Poor Parents. [/I][/B]Nickel dragons lay many eggs but tend to forget about them. They’re slightly more attentive when the eggs hatch, since their hatchlings can ask for attention, but their parenting is haphazard at best; they switch between being demanding and overprotective teachers and having a completely laissez faire attitude at the drop of a hat. As a result, few nickel dragons reach maturity, and they are as a dragon species particularly rare. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or History check, the characters can learn the following: [B]DC 10.[/B] Nickel dragons live in swamps, especially salt-water swamps near coastlines. [B]DC 15.[/B] These dragons breathe a phosphorescent cloud of acidic vapors. Those who get caught in the cloud glow, as if they had been targeted with [I]faerie fire.[/I] [B]DC 20.[/B] Nickel dragons are very random creatures, and their moods and interests change from moment to moment. They seem to have poor memories, except when it comes to grudges, which they can hold on to forever. [B][SIZE=5]Nickel Dragon Encounters[/SIZE] [I]Terrain:[/I][/B] Swamps, coastlines [B]CR 3-4[/B] nickel dragon wyrmling with 3-4 kobolds; 2 nickel dragon wyrmlings [B][I]Treasure:[/I][/B] 400 sp, bone medallion engraved with a labyrinth (10 gp), copper crown set with a (25 gp), scroll with a poem on it, on which is written mediocre poetry in exquisite calligraphy, [I]bubble wand, spell scroll of searing equation[/I] [B]CR 5-10[/B] young nickel dragon [B][I]Treasure:[/I][/B] 550 gp, 1,000 sp, slightly rotted buckler shield of elven make (5 gp), electrum ewer (25 gp), masterwork greatsword with griffon pommel (125 gp), steel censor (75 gp), silver bowl (75 gp), vial of antitoxin, flask of alchemist’s fire, [I]potion of hill giant strength, scroll of alarm[/I] [B]CR 11-16[/B] young nickel dragon with 2d4+4 boggards and 1d4+2 boggard bravos; young nickel dragon with 1d4+2 bugbears; young nickel dragon with bunyip [B][I]Treasure:[/I][/B] 2,500 gp, 1,250 ep, 1 amber (100 gp), large silver mirror (50 gp), breastplate with hydra design on it, magnifying glass (25 gp), jade coffer engraved with complex maze pattern (250 gp), gold armlet (250 gp), 2[I] potions of cure wounds, scroll of animate dead, seeds of necessity[/I] [B]CR 17-22[/B] adult nickel dragon; adult nickel dragon with 1d4+1 bugbears; young nickel dragon with 4 harpies [B][I]Treasure:[/I][/B] 500 pp, 1,000 gp, 2 aquamarines (500 gp each), platinum bowl rimmed with moonstones and engraved with arcane runes (750 gp), silver medallion engraved with a dragon (500 gp), slightly gnawed upon, amber figurine of a griffon (500 gp), [I]bag of beads, defending drum, restorative ointment, [/I] [B]CR 23-30[/B] adult nickel dragon with sewer chimera or dread troll; ancient nickel dragon; ancient nickel dragon and ogre mage [B][I]Treasure:[/I][/B] 1,200 pp, 2,000 gp, diamond worth 5,000 gp, an ornately-woven carpet, rolled up, a royal dress that once belonged to a queen who rules nearby (2,000 gp), jade broach in the shape of a flower, heavily tarnished life sized silver statue of an elf mage (7.500 gp), vial of purple worm poison, [I]absurdist web, +3 breastplate, impossible cube, staff of gravity bending[/I] [B]CR 31+[/B] Nickel great wyrm; nickel great wyrm and 2d4 awakened trees; ancient nickel dragon and ur-otyugh [B][I]Treasure[/I] [/B]5,500 pp, 35,000 gp, agate chalice inlaid with gold (5,000 gp), vase made from extradimensional crystal (7,500 gp), large landscape painting (5,000 gp), trumpet made from a black dragon’s horn (2,500 gp), gold scepter (7,500 gp), [I]crystal ball, potion of invisibility, transforming cloak (sylph), wand of wonder[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. Compass needles start going wild. 2 Weird giggling in the shadows. 3. Explosive bursts of swamp gas. 4. Everything is constantly waterlogged, making finding dry wood and starting fires almost impossible. [B][SIZE=5]Behavior[/SIZE][/B] 1. Planning out a complex and dangerous prank. 2. Sleeping in a giant nest. 3. Hiding in ambush. 4. Approaches the party and demands that they hang out and talk for a while. May attack if the talk gets boring. 5. Hiding in ambush, but fidgeting and talking to itself, thus ruining the sneak attack. 6. Attacks on sight. [B][SIZE=5]Nickel Dragon Lair Features[/SIZE][/B] The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features. 1. Clouds of stinging insects fill the air, making the area lightly obscured. Up to three times per day as a legendary action, the dragon can command the insects to form 1d4 [B]swarms of insects[/B], which attack any creature other than the dragon. 2. Creepers and vines cover the lair and climb up any vertical surface. The area is difficult terrain for anyone other than the dragon and its minions, and any character that attempts to dash or sprint must make a Dexterity saving throw or fall prone as the vines wrap around the creature’s legs. 3. Silty water covers the ground of the lair, covering hidden pits and traps and making travel difficult. Underwater tunnels connect parts of the lair and provide hidden boltholes. Perception checks are required to find these tunnels. 4. The air is filled with itchy allergens. Upon entering the lair, and after each hour of travel within, a creature must make a Constitution saving throw or become wracked with terrible rashes. [B][SIZE=5]Names[/SIZE][/B] Disme, Ieddrenyth, Kemataen, Moonshine, Vulunei [B][SIZE=5]Variant: Nickel Dragon Spellcasters[/SIZE][/B] Some nickel dragons develop the ability to innately cast spells. A nickel dragon’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories. [B] Young (save DC 13): 3/day each:[/B] [I]entangle, heat metal[/I] [B] Adult (save DC 15): 3/day each:[/B] [I]confusion, gaseous form[/I] [B] Ancient (save DC 18): 1/day each:[/B] [I]insect plague, plant growth[/I] [B] Great Wyrm (save DC 18): 1/day:[/B] [I]awaken[/I] [B][COLOR=rgb(65, 168, 95)][SIZE=7]Ancient Nickel Dragon[/SIZE][/COLOR] Legendary gargantuan dragon[/B] Challenge 23 (50,000 XP) [B]AC[/B] 20 (natural armor) [B]HP[/B] 367 (21d20+147; bloodied 173) [B]Speed[/B] 40 ft., fly 80 ft., swim 40 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 10 (+0) [B]CON[/B] 25 (+7) [B]INT[/B] 11 (+0) [B]WIS[/B] 13 (+1) [B]CHA[/B] 16 (+3) [B]Proficiency[/B] +7 [B]Maneuver DC[/B] 21 [B]Saving Throws[/B] Dex +7, Con +13, Wis +8, Cha +10 [B]Skills[/B] Perception +8 (+1d6), Stealth +7 [B]Damage Resistances[/B] fire [B]Damage Immunities[/B] acid [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 21 [B]Languages[/B] Common, Draconic, one more [B][I]Amphibious.[/I][/B] The dragon can breathe air and water. [B][I]Legendary Resistance (3/Day). [/I][/B]If the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales corrode and flake off. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 1,000 feet. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Burning Acid. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 15 ft., one target. [I]Hit: [/I]28 (4d10+6) piercing damage plus 9 (2d8) fire damage, and a Huge or smaller target is grappled (escape DC 21). While grappling a creature, the dragon can’t bite another target or use its breath weapon. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit: [/I]19 (3d8+6) piercing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 20 ft., one target. [I]Hit: [/I]19 (3d8+6) bludgeoning damage, and the dragon pushes the target 10 feet away. [B][I]Burning Acid. [/I][/B]The dragon targets a creature within 60 feet, forcing it to make a DC 22 Dexterity saving throw. The creature takes 11 (2d10) acid damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Also on a failed save, the creature takes 5 (1d10) ongoing fire damage until it uses an action to end the effect. [B][I]Swamp Gas Breath (Recharge 5-6). [/I][/B]The dragon exhales a vile, glowing gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 76 (17d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible. [B][U]Bonus Actions[/U] [I]Rend (While Grappling a Creature). [/I][/B]The dragon makes a bite attack against a creature it is grappling. [B][U]Reactions[/U] [I]Capricious Leap. [/I][/B]After taking damage, the dragon can move up to 20 feet without provoking attacks of opportunity. [B][I]Tail Attack. [/I][/B]When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it. [B][U]Legendary Actions[/U][/B] The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Roar.[/I][/B] Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours. [B][I]Wing Attack.[/I][/B] The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed. [B][I]Tail Lash. [/I][/B]The dragon makes a tail attack. [B][I]Caustic Fog (1/Day, Bloodied Only). [/I][/B]The dragon emits a corrosive gas that causes terrible irritation, itches, and rashes. Each creature within 40 feet of the dragon must make a DC 22 Constitution saving throw. On a failure, the creature takes 11 (2d10) acid damage, is poisoned for 1 minute and while poisoned, suffers disadvantage on all Intelligence and Charisma ability checks and saving throws. A poisoned creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Ancient Nickel Dragon Variant: Nickel Great Wyrm[/SIZE][/COLOR][/B] The dragon is an elite monster, equivalent to two CR 22 monsters (82,000 XP). It has 693 (42d20+210; bloodied 346) hit points and the following trait: [B][I]Concentrated Acid (1/Day). [/I][/B]When the dragon is first bloodied, it immediately recharges its breath weapon. For the next minute, the dragon’s acid becomes immensely more corrosive, ignoring acid resistance and treating acid immunity as acid resistance. The dragon has the additional legendary actions, which it can only use while bloodied: [B][I]Elite Recovery. [/I][/B]The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated. [B][I]Mortal Terror (Gaze). [/I][/B]A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours. [B][I]Distill Acid. (Costs 2 Actions). [/I][/B]The dragon recharges its breath weapon. [B][I]Melt (Costs 3 Actions). [/I][/B]The dragon spits a highly concentrated blast of acid at one creature it can see within 90 feet. That creature is affected as if caught in the dragon’s breath weapon, rolling to save as usual. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Adult Nickel Dragon[/SIZE][/COLOR] Legendary huge dragon[/B] Challenge 17 (18,000 XP) [B]AC[/B] 18 (natural armor) [B]HP[/B] 256 (22d12+132; bloodied 113) [B]Speed[/B] 40 ft., fly 80 ft., swim 40 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 10 (+0) [B]CON[/B] 23 (+6) [B]INT[/B] 10 (+0) [B]WIS[/B] 12 (+1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +6 [B]Maneuver DC[/B] 19 [B]Saving Throws[/B] Dex +6, Con +12, Wis +6, Cha +8 [B]Skills[/B] Perception +7 (+1d6), Stealth +6 [B]Damage Resistances[/B] fire [B]Damage Immunities[/B] acid [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 20 [B]Languages[/B] Common, Draconic [B][I]Amphibious.[/I][/B] The dragon can breathe air and water. [B][I]Legendary Resistance (3/Day). [/I][/B]If the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales corrode and flake off. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 1,000 feet. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Flammable Acid. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 10 ft., one target. [I]Hit: [/I]21 (3d10+5) piercing damage plus 4 (1d8) fire damage, and a Large or smaller target is grappled (escape DC 20). While grappling a creature, the dragon can’t bite another target or use its breath weapon. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 5 ft., one target. [I]Hit: [/I]18 (3d8+5) piercing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 15 ft., one target. [I]Hit: [/I]18 (3d8+5) bludgeoning damage, and the dragon pushes the target 10 feet away. [B][I]Burning Acid. [/I][/B]The dragon targets a creature within 60 feet, forcing it to make a DC 20 Dexterity saving throw. The creature takes 11 (2d10) acid damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Also on a failed save, the creature takes 5 (1d10) ongoing fire damage until it uses an action to end the effect. [B][I]Swamp Gas Breath (Recharge 5-6). [/I][/B]The dragon exhales a vile, glowing gas in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 54 (12d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible. [B][U]Bonus Actions[/U] [I]Rend (While Grappling a Creature). [/I][/B]The dragon makes a bite attack against a creature it is grappling. [B][U]Reactions[/U] [I]Capricious Leap. [/I][/B]After taking damage, the dragon can move up to 20 feet without provoking attacks of opportunity. [B][I]Tail Attack. [/I][/B]When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it. [B][U]Legendary Actions[/U][/B] The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Roar.[/I][/B] Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 16 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours. [B][I]Wing Attack.[/I][/B] The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed. [B][I]Caustic Fog (1/Day, Bloodied Only). [/I][/B]The dragon emits a corrosive gas that causes terrible irritation, itches, and rashes. Each creature within 40 feet of the dragon must make a DC 20 Constitution saving throw. On a failure, the creature takes 11 (2d10) acid damage, is poisoned for 1 minute and while poisoned, suffers disadvantage on all Intelligence and Charisma ability checks and saving throws. A poisoned creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Young Nickel Dragon[/SIZE][/COLOR] Large dragon[/B] Challenge 9 (5,00 XP) [B]AC[/B] 17 (natural armor) [B]HP[/B] 152 (16d10+64; bloodied 76) [B]Speed[/B] 40 ft., fly 80 ft., swim 40 ft. [B]STR[/B] 17 (+4) [B]DEX[/B] 10 (+0) [B]CON[/B] 19 (+4) [B]INT[/B] 9 (-1) [B]WIS[/B] 11 (+0) [B]CHA[/B] 12 (+1) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 15 [B]Saving Throws[/B] Dex +4, Con +9, Wis +4, Cha +5 [B]Skills[/B] Perception +3 (+1d6), Stealth +4 [B]Damage Resistances[/B] fire [B]Damage Immunities[/B] acid [B]Senses[/B] blindsight 30 ft., darkvision 120 ft., passive Perception 16 [B]Languages[/B] Common, Draconic [B][I]Amphibious.[/I][/B] The dragon can breathe air and water. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 500 feet. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks once with its bite and twice with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]19 (3d10+3) piercing damage plus 4 (1d8) fire damage, and a Medium or smaller target is grappled (escape DC 15). While grappling a creature, the dragon can’t bite another target or use its breath weapon. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]16 (3d8+3) piercing damage. [B][I]Swamp Gas Breath (Recharge 5-6). [/I][/B]The dragon exhales a vile, glowing gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible. [B][U]Bonus Actions[/U] [I]Rend (While Grappling a Creature). [/I][/B]The dragon makes a bite attack against a creature it is grappling. [B][U]Reactions[/U] [I]Capricious Leap. [/I][/B]After taking damage, the dragon can move up to 10 feet without provoking attacks of opportunity. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Nickel Dragon Wyrmling[/SIZE][/COLOR] Medium dragon[/B] Challenge 2 (450 XP) [B]AC[/B] 17 (natural armor) [B]HP[/B] 45 (7d8+14; bloodied 22) [B]Speed[/B] 40 ft., fly 80 ft., swim 40 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 10 (+0) [B]CON[/B] 15 (+2) [B]INT[/B] 7 (-2) [B]WIS[/B] 9 (-1) [B]CHA[/B] 10 (+0) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Saving Throws[/B] Dex +2, Con +5, Wis +1, Cha +2 [B]Skills[/B] Perception +1, Stealth +2 [B]Damage Resistances[/B] fire [B]Damage Immunities[/B] acid [B]Senses[/B] blindsight 30 ft., darkvision 120 ft., passive Perception 17 [B]Languages[/B] Common, Draconic [B][I]Amphibious.[/I][/B] The dragon can breathe air and water. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 100 feet. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]23 (2d10+2) piercing damage. [B][I]Swamp Gas Breath (Recharge 5-6). [/I][/B]The dragon exhales a vile, glowing gas in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (3d8) acid damage on a failed save or half as much on a success. A creature that fails its save spends its next action choking and retching and is outlined in bright light until the end of its next turn. While outlined, attack rolls made against the creature are made with advantage, and the creature can’t benefit from being invisible. [/QUOTE]
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