Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 8850337" data-attributes="member: 6915329"><p>Our first actually ferrous ferrous dragon! The <strong>cobalt dragon</strong> is the “most diabolical breed” of ferrous dragon, but their description reads as more <em>devious </em>than diabolical. They’re expert trap-makers, and the 3e article says that many people believe them to be the progenitors of the kobold, who are <em>also </em>well-known for being trap-makers. With them being described as diabolical, I’d expect them all to be evil cultists. Interestingly, and weirdly, the article says that they only mate when ordered to by their sovereign. I guess they’re too diabolical to care about reproduction. Maybe the cult that they’re not actually in is a death cult.</p><p></p><p>According to the first of the two articles, each of the evil dragons is the most evil of them all in one way or another. The nickel dragons are the most vicious, the cobalt dragons are the most diabolical, and the upcoming chrome dragons are the greediest and most generically evil. For once I’d like to see a dragon that’s just kind of a jerk.</p><p></p><p>As a note: cobalt dragons have electromagnetic breath weapons, and because of that, some of their traits have different effects on creatures that are wearing metal armor or wielding metal weapons. If you, the Narrator, want to limit this to steel and iron armor and weapon only and let people go after them unhindered while wearing mithril armor and wielding adamantine swords, go ahead.</p><p></p><p>[ATTACH=full]269000[/ATTACH]</p><p><span style="font-size: 15px">Art by James Zhang</span></p><p></p><p><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)"><strong>Cobalt Dragon (Ferrous)</strong></span></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; art by James Zhang</p><p></p><p>Cobalt dragons have deep blue scales with random patches and splotches of lighter and darker blue. They have thin, fleshy horns and large, fanlike “ears.” Their scales become shinier as they age and the splotches become larger, but their coloration remains the same.</p><p></p><p><strong><em>Forest-Dwellers.</em></strong> Cobalt dragons dwell in thickly-forested areas, especially rainy ones—they are equally comfortable in tropical and temperate rainforests. They usually make their lairs in cave openings and arrange for the opening to be covered in foliage and then surrounded by carefully-made traps and plenty of places for ambushes. They are highly charismatic and deviously charming, and creatures of all sorts flock to their lands and act as minions and bodyguards for the dragons. The dragons love little more than lording it over these minions, but are clever enough not to be <em>overtly</em> abusive to them.</p><p></p><p>Cobalt and green dragons often find themselves claiming the same territories. A few manage to work out a deal, but most of the time, they become sworn enemies. The resultant battles are often won by the cobalts; cobalt dragons are slightly weaker than green dragons but resistant to their toxins.</p><p></p><p><strong><em>Family Dragons.</em></strong> Cobalt dragons make devoted mates and parents. Two adults will work hard to raise their wyrmlings the “right” way—that is, instilling them with the notion that their parents are infallible and should be obeyed in all things. Usually by the time a young cobalt dragon is ready to leave the nest, it has figured out its parents aren’t the gods it had been taught—but that doesn’t stop it from trying to get its own young to believe the same thing about it.</p><p></p><p><strong><em>Trapmasters. </em></strong>These dragons are expert engineers and trap-makers, and a large part of a cobalt’s upbringing is learning about how to understand and build machines. If they can’t build a particular device (as their claws are not necessarily that dexterous), they are good enough at creating schematics so that their minions can put them together. As such, their lairs and the lands surrounding it are usually filled with traps.</p><p></p><p><strong><em>Electromagnetic.</em></strong> Cobalt dragons have an unusual breath weapon—a pulse of lightning-sparking magically magnetic force that not only damages its victims, but pushes them away if they are wearing armor. They can also control the magnetic charge in metallic objects near to them, drawing victims towards them. The constant pushing and pulling seriously disorients the targets and makes them easy pickings for the dragon.</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> Known to be both viciously cruel and terribly charming at the same time, cobalt dragons live in the deepest of forests.</p><p></p><p><strong>DC 15.</strong> A cobalt dragon’s breath weapon is pure electromagnetism and is more dangerous to beings in metal armor. They are also excellent trapsmiths.</p><p></p><p><strong>DC 20.</strong> Cobalt dragons are usually surrounded by willing servants who are often willing to die for their master, and their lairs are filled with very dangerous traps.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forest, jungle</p><p></p><p><strong>CR 5-10</strong> young cobalt dragon; cobalt dragon wyrmling with 1d6+2 kobold dragon servitors, dragonbound warriors, or bandits; cobalt dragon wyrmling with 1d4+2 goblins, boggards, or blink dogs; 2 cobalt dragon wyrmlings</p><p><strong><em>Treasure:</em></strong> 550 gp, 1,000 sp, 3 onyxes (50 gp each), gold-hilted sword (250 gp), statuette of a faerie carved out of moonstone (150 gp), <em>dust of disappearance, shoulder dragon brooch, tailored suit of armor</em></p><p></p><p><strong>CR 11-16</strong> young cobalt dragon with 1d4+2 faerie dragons or harpies; young cobalt dragon with 2-3 centaurs or ettercaps; adult cobalt dragon</p><p><strong><em>Treasure:</em></strong> 750 gp, 2,250 sp, 6 amethysts (100 gp each), pearl earrings (750 gp), half plate armor embossed with gold-leaf dragons (750 gp), <em>helm of telepathy, philter of love, potion of climbing, quiver of the hunt</em></p><p></p><p><strong>CR 17-22</strong> adult cobalt dragon with 2-3 dragon cultists or druids; adult cobalt dragon with 1-2 werewolves</p><p><strong><em>Treasure:</em></strong> 800 pp, 1,500 gp, 2 sapphires (1,000 gp each), 3 spinels (500 gp each), masterpiece painting of the dragon (750 gp), gold armlet (250 gp), treasure map which leads to the discovery of a rare spell of at least 2nd level (250 gp), <em>elemental gem (emerald), handy haversack, necklace of hunger,</em> <em>potions of animal friendship </em>and<em> water breathing</em></p><p></p><p><strong>CR 23-30</strong> ancient cobalt dragon with warrior band and fey knight; ancient cobalt dragon with troll or corrupted unicorn</p><p><strong><em>Treasure:</em></strong> 4,000 pp, 6,500 gp, jacinth (5,000 gp), gold jewelry box (2,500 gp), chess set made out of gold, platinum, and marble (2,500 gp), gem-studded gold goblet (2,500 gp), <em>candle of invocation, charcoal stick of aversion,</em> <em>figurine of wondrous power (obsidian steed), instant fortress, sovereign glue</em></p><p></p><p><strong>CR 31+</strong> cobalt great wyrm; ancient cobalt dragon with 3 green coven hags</p><p><strong><em>Treasure:</em></strong> 3,700 pp, 20,000 gp, 3 rubies and 9 diamonds (5,000 gp each), tome of magical theory which leads to the discovery of a rare spell of at least 5th-level, <em>+2 arrows, eye of elsewhere, mace of disruption, potions of flying </em>and <em>storm giant strength, +3 tower shield</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Compasses start going berserk.</p><p>2. Metal objects, even those being worn, quiver and hum with energy.</p><p>3. Brilliant auroras in the sky, even in areas far too warm for auroras to form.</p><p>4. A village of many different heritages, all of which are either too welcoming to or extremely hostile to outsiders.</p><p>5. Rocks with streaks of blue in them.</p><p>6. Unusually lush and tangled plants.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Receiving a report from one of its underlings.</p><p>2. Attacks on sight.</p><p>3; Flying overhead; hunting.</p><p>4. Building a trap.</p><p>5. In its lair, sleeping.</p><p>6. Ranting and raging at its minions.</p><p></p><p><strong><span style="font-size: 18px">Cobalt Dragon Lair Features</span></strong></p><p>A cobalt dragon’s lair will have numerous traps. The constructed traps in <em>Dungeon Delver’s Guide </em>are a good representative of the types of traps that can be found. A young cobalt dragon’s lair will usually have tier 1 and 2 traps, an adult cobalt’s lair will have tier 2 and 3 traps, and an ancient cobalt’s or great wyrm’s lair will have tier 3 and 4 traps. The traps’ save DC is either the DC listed for the trap or the lair feature save DC (13 + the dragon’s proficiency modifier), whichever is higher. Choose or roll one or more of the following lair features in addition to any traps found there:</p><p></p><p>1. As a legendary action, the dragon causes a trap to go off, affecting any creatures that it would normally affect, but not harming the dragon.</p><p>2. Magnetic fields act strangely in the lair. Its area is difficult terrain to anyone who is wearing metal armor or is carrying an unsheathed metal weapon. At the end of every hour, a creature in metal armor must succeed on a Strength saving throw or take a level of fatigue.</p><p>3. The dragon uses a legendary action to trigger a trap. The trap affects only the adventurers, not the dragon or any of its minions unless they are grappling an adventurer.</p><p>4. The air is filled with toxic fumes. Whenever a creature that needs to breathe takes damage, it must make a Constitution saving throw. On a failure, it is poisoned until the start of its net turn. On a success, it is immune to this effect for 24 hours.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Bizmazuul, Blueblood, Coenzalmin, Stormfang, Viorekara</p><p></p><p><strong><span style="font-size: 18px">Variant: Cobalt Dragon Spellcasters</span></strong></p><p>Some cobalt dragons develop the ability to innately cast spells. A cobalt 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, major image</em></p><p><strong> Adult (save DC 15): 3/day each:</strong> <em>mirror image, programmed illusion</em></p><p><strong> Ancient (save DC 18): 1/day each:</strong><em> creation, plant growth</em></p><p><strong> Great Wyrm (save DC 18): 1/day:</strong> <em>phantasmal killer</em></p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Ancient Cobalt Dragon</span></span></strong></p><p><strong>Legendary gargantuan dragon</strong></p><p>Challenge 23 (50,000 XP)</p><p><strong>AC</strong> 21 (natural armor)</p><p><strong>HP</strong> 396 (24d20+168; bloodied 198)</p><p><strong>Speed</strong> 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 25 (+8) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 23 (+6)</p><p><strong>INT</strong> 18 (+4) <strong>WIS</strong> 17 (+3) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +7</p><p><strong>Maneuver DC</strong> 23</p><p><strong>Saving Throws</strong> Dex +7, Con +13, Wis +10, Cha +11</p><p><strong>Skills</strong> Deception +11, Engineering +11 (+1d6), Perception +10 (+1d6), Persuasion +11, Stealth +7</p><p><strong>Damage Resistances</strong> poison</p><p><strong>Damage Immunities</strong> force, lightning</p><p><strong>Condition Immunities</strong> poison</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 23</p><p><strong>Languages</strong> Common, Draconic, three more</p><p><strong><em>Adhere (While Bloodied). </em></strong>The first time each turn a creature hits the dragon with a melee attack made by a metal weapon</p><p><strong><em>Forest-Walker. </em></strong>The dragon isn’t hindered by natural difficult terrain in a forested area.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales crumble into powder. 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 a bite attack, it can use Push/Pull.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit: </em>30 (4d10+8) piercing damage plus 9 (2d8) lightning damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit: </em>21 (3d8+8) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit: </em>21 (3d8+8) bludgeoning damage.</p><p><strong><em>Electromagnetic Breath (Recharge 5-6).</em></strong> The dragon exhales magnetic force in a 10-feet wide, 120-foot long line. Each creature in that area must make a DC 22 Dexterity saving throw, taking 40 (9d8) force damage and 40 (9d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn.</p><p><strong><em>Push/Pull.</em></strong> The dragon targets a Huge or smaller creature within 60 feet. That creature must make a DC 22 Strength saving throw. On a failure, the creature takes 22 (4d10) force damage and is either pushed backwards or pulled forwards 10 feet (dragon’s choice), or 30 feet if it is wearing metal armor. On a success, the creature takes half damage and is pushed back or pulled forward 5 feet, or 15 feet if it is wearing metal armor.</p><p><strong><em>Inspiring Call. </em></strong>The dragon urges its minions to stand fast against adversity. It chooses a creature that it can see and can hear the dragon. That creature gains an expertise die on its next attack roll or saving throw.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Sacrifice Minion. </em></strong>When the dragon takes damage from a creature it can see and an ally of the dragon is within 10 feet of the dragon, the dragon interposes the minion between itself and the source of the damage. The dragon takes half of the damage and the minion takes the other half.</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 takes 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>Inspiring Call.</em></strong> The dragon uses Inspiring Call.</p><p><strong><em>Roar. </em></strong>Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is 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. 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 must make a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone, and the dragon can then fly up to half its speed.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Ancient Cobalt Dragon Variant: Cobalt Great Wyrm</span></span></strong></p><p>The dragon is an elite monster, equivalent to two CR 24 monsters (124,000 XP). It has 840 (48d20+336; bloodied 420) hit points and the following trait:</p><p></p><p><strong><em>Force of Nature. </em></strong>When the dragon is first bloodied, it immediately recharges its breath weapon, if it’s not already available. After doing so, lightning crackles from its body in a 15-foot radius around it. When a creature enters this area for the first time on a turn makes a DC 22 Strength saving throw. On a failure, it takes 11 (2d10) lightning damage, and a creature in metal armor or wielding metal weapons are incapacitated and have their speed reduced to 0 until the start of its next turn, as the magnetism locks it in place.</p><p></p><p>The dragon has the following 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>Magnetic Surge (Costs 2 Actions). </em></strong>The dragon recharges its breath weapon.</p><p><strong><em>Pulse (Costs 3 Actions). </em></strong>The dragon spits a beam of pure electromagnetic energy at a creature it can see within 90 feet. The 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 Cobalt Dragon</span></span></strong></p><p><strong>Legendary Huge dragon</strong></p><p>Challenge 16 (15,000 XP)</p><p><strong>AC</strong> 19 (natural armor)</p><p><strong>HP</strong> 252 (24d12+96; bloodied 126)</p><p><strong>Speed</strong> 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 21 (+6) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 19 (+4)</p><p><strong>INT</strong> 16 (+3) <strong>WIS</strong> 15 (+2) <strong>CHA</strong> 17 (+3)</p><p></p><p><strong>Proficiency</strong> +5</p><p><strong>Maneuver DC</strong> 21</p><p><strong>Saving Throws</strong> Dex +5, Con +9, Wis +7, Cha +8</p><p><strong>Skills</strong> Deception +8, Engineering +8 (+1d6), Perception +7 (+1d6), Persuasion +8, Stealth +5</p><p><strong>Damage Resistances</strong> poison</p><p><strong>Damage Immunities</strong> force, lightning</p><p><strong>Condition Immunities</strong> poison</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 20</p><p><strong>Languages</strong> Common, Draconic, two more</p><p><strong><em>Adhere (While Bloodied). </em></strong>The first time each turn a creature hits the dragon with a melee attack made by a metal weapon</p><p><strong><em>Forest-Walker. </em></strong>The dragon isn’t hindered by natural difficult terrain in a forested area.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales crumble into powder. If it has no more uses of this ability, its Armor Class is reduced to 17 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 a bite attack, it can use Push/Pull.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit: </em>22 (3d10+6) piercing damage plus 9 (2d8) lightning damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit: </em>19 (3d8+6) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 155 ft., one target. <em>Hit: </em>19 (3d8+6) bludgeoning damage.</p><p><strong><em>Electromagnetic Breath (Recharge 5-6).</em></strong> The dragon exhales magnetic force in a 5-feet wide, 90-foot long line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 31 (7d8) force damage and 31 (7d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn.</p><p><strong><em>Push/Pull.</em></strong> The dragon targets a Large or smaller creature within 30 feet. That creature must make a DC 17 Strength saving throw. On a failure, the creature takes 22 (4d10) force damage and is either pushed backwards or pulled forwards 10 feet (dragon’s choice), or 30 feet if it is wearing metal armor. On a success, the creature takes half damage and is pushed back or pulled forward 5 feet, or 15 feet if it is wearing metal armor.</p><p><strong><em>Inspiring Call. </em></strong>The dragon urges its minions to stand fast against adversity. It chooses a creature that it can see and can hear the dragon. That creature gains an expertise die on its next attack roll or saving throw.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Sacrifice Minion. </em></strong>When the dragon takes damage from a creature it can see and an ally of the dragon is within 10 feet of the dragon, the dragon interposes the minion between itself and the source of the damage. The dragon takes half of the damage and the minion takes the other half.</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 takes 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>Inspiring Call.</em></strong> The dragon uses Inspiring Call.</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 can repeat the saving throw at the end of each 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 must make a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone, and the dragon can then fly up to half its speed.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Young Cobalt Dragon</span></span></strong></p><p><strong>Large dragon</strong></p><p>Challenge 10 (5,900 XP)</p><p><strong>AC</strong> 17 (natural armor)</p><p><strong>HP</strong> 170 (20d10+60; bloodied 85)</p><p><strong>Speed</strong> 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 17 (+3)</p><p><strong>INT</strong> 15 (+2) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 15 (+2)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 16</p><p><strong>Saving Throws</strong> Dex +5, Con +9, Wis +7, Cha +8</p><p><strong>Skills</strong> Deception +6, Engineering +6 (+1d6), Perception +5 (+1d6), Persuasion +6, Stealth +4</p><p><strong>Damage Resistances</strong> poison</p><p><strong>Damage Immunities</strong> force, lightning</p><p><strong>Condition Immunities</strong> poison</p><p><strong>Senses</strong> blindsight 30 ft., darkvision 120 ft., passive Perception 18</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Adhere (While Bloodied). </em></strong>The first time each turn a creature hits the dragon with a melee attack made by a metal weapon</p><p><strong><em>Forest-Walker. </em></strong>The dragon isn’t hindered by natural difficult terrain in a forested area.</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> +11 to hit, reach 10 ft., one target. <em>Hit: </em>20 (3d10+4) piercing damage plus 4 (1d8) lightning damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit: </em>17 (3d8+4) slashing damage.</p><p><strong><em>Electromagnetic Breath (Recharge 5-6).</em></strong> The dragon exhales magnetic force in a 5-feet wide, 60-foot long line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (5d8) force damage and 22 (5d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Cobalt Dragon Wyrmling</span></span></strong></p><p><strong>Medium dragon</strong></p><p>Challenge 4 (1,100 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 71 (11d8+22; bloodied 35)</p><p><strong>Speed</strong> 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 15 (+2) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 15 (+2) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 15 (+2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Saving Throws</strong> Dex +5, Con +4, Wis +3, Cha +4</p><p><strong>Skills</strong> Deception +4, Engineering +4, Perception +3, Stealth +2</p><p><strong>Damage Resistances</strong> poison</p><p><strong>Damage Immunities</strong> force, lightning</p><p><strong>Condition Immunities</strong> poison</p><p><strong>Senses</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Draconic</p><p><strong><em>Adhere (While Bloodied). </em></strong>The first time each turn a creature hits the dragon with a melee attack made by a metal weapon</p><p><strong><em>Forest-Walker. </em></strong>The dragon isn’t hindered by natural difficult terrain in a forested area.</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>Bite. </em></strong><em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit: </em>13 (2d10+2) piercing damage.</p><p><strong><em>Electromagnetic Breath (Recharge 5-6).</em></strong> The dragon exhales magnetic force in a 5-feet wide, 30-foot long line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) force damage and 9 (2d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8850337, member: 6915329"] Our first actually ferrous ferrous dragon! The [B]cobalt dragon[/B] is the “most diabolical breed” of ferrous dragon, but their description reads as more [I]devious [/I]than diabolical. They’re expert trap-makers, and the 3e article says that many people believe them to be the progenitors of the kobold, who are [I]also [/I]well-known for being trap-makers. With them being described as diabolical, I’d expect them all to be evil cultists. Interestingly, and weirdly, the article says that they only mate when ordered to by their sovereign. I guess they’re too diabolical to care about reproduction. Maybe the cult that they’re not actually in is a death cult. According to the first of the two articles, each of the evil dragons is the most evil of them all in one way or another. The nickel dragons are the most vicious, the cobalt dragons are the most diabolical, and the upcoming chrome dragons are the greediest and most generically evil. For once I’d like to see a dragon that’s just kind of a jerk. As a note: cobalt dragons have electromagnetic breath weapons, and because of that, some of their traits have different effects on creatures that are wearing metal armor or wielding metal weapons. If you, the Narrator, want to limit this to steel and iron armor and weapon only and let people go after them unhindered while wearing mithril armor and wielding adamantine swords, go ahead. [ATTACH type="full" alt="1670363250941.png"]269000[/ATTACH] [SIZE=4]Art by James Zhang[/SIZE] [SIZE=6][COLOR=rgb(65, 168, 95)][B]Cobalt Dragon (Ferrous)[/B][/COLOR][/SIZE] The Dragon's Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356 Created by Jason M. Walker, Kevin Baase, and Eric Jansing; art by James Zhang Cobalt dragons have deep blue scales with random patches and splotches of lighter and darker blue. They have thin, fleshy horns and large, fanlike “ears.” Their scales become shinier as they age and the splotches become larger, but their coloration remains the same. [B][I]Forest-Dwellers.[/I][/B] Cobalt dragons dwell in thickly-forested areas, especially rainy ones—they are equally comfortable in tropical and temperate rainforests. They usually make their lairs in cave openings and arrange for the opening to be covered in foliage and then surrounded by carefully-made traps and plenty of places for ambushes. They are highly charismatic and deviously charming, and creatures of all sorts flock to their lands and act as minions and bodyguards for the dragons. The dragons love little more than lording it over these minions, but are clever enough not to be [I]overtly[/I] abusive to them. Cobalt and green dragons often find themselves claiming the same territories. A few manage to work out a deal, but most of the time, they become sworn enemies. The resultant battles are often won by the cobalts; cobalt dragons are slightly weaker than green dragons but resistant to their toxins. [B][I]Family Dragons.[/I][/B] Cobalt dragons make devoted mates and parents. Two adults will work hard to raise their wyrmlings the “right” way—that is, instilling them with the notion that their parents are infallible and should be obeyed in all things. Usually by the time a young cobalt dragon is ready to leave the nest, it has figured out its parents aren’t the gods it had been taught—but that doesn’t stop it from trying to get its own young to believe the same thing about it. [B][I]Trapmasters. [/I][/B]These dragons are expert engineers and trap-makers, and a large part of a cobalt’s upbringing is learning about how to understand and build machines. If they can’t build a particular device (as their claws are not necessarily that dexterous), they are good enough at creating schematics so that their minions can put them together. As such, their lairs and the lands surrounding it are usually filled with traps. [B][I]Electromagnetic.[/I][/B] Cobalt dragons have an unusual breath weapon—a pulse of lightning-sparking magically magnetic force that not only damages its victims, but pushes them away if they are wearing armor. They can also control the magnetic charge in metallic objects near to them, drawing victims towards them. The constant pushing and pulling seriously disorients the targets and makes them easy pickings for the dragon. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or History check, the characters can learn the following: [B]DC 10.[/B] Known to be both viciously cruel and terribly charming at the same time, cobalt dragons live in the deepest of forests. [B]DC 15.[/B] A cobalt dragon’s breath weapon is pure electromagnetism and is more dangerous to beings in metal armor. They are also excellent trapsmiths. [B]DC 20.[/B] Cobalt dragons are usually surrounded by willing servants who are often willing to die for their master, and their lairs are filled with very dangerous traps. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] forest, jungle [B]CR 5-10[/B] young cobalt dragon; cobalt dragon wyrmling with 1d6+2 kobold dragon servitors, dragonbound warriors, or bandits; cobalt dragon wyrmling with 1d4+2 goblins, boggards, or blink dogs; 2 cobalt dragon wyrmlings [B][I]Treasure:[/I][/B] 550 gp, 1,000 sp, 3 onyxes (50 gp each), gold-hilted sword (250 gp), statuette of a faerie carved out of moonstone (150 gp), [I]dust of disappearance, shoulder dragon brooch, tailored suit of armor[/I] [B]CR 11-16[/B] young cobalt dragon with 1d4+2 faerie dragons or harpies; young cobalt dragon with 2-3 centaurs or ettercaps; adult cobalt dragon [B][I]Treasure:[/I][/B] 750 gp, 2,250 sp, 6 amethysts (100 gp each), pearl earrings (750 gp), half plate armor embossed with gold-leaf dragons (750 gp), [I]helm of telepathy, philter of love, potion of climbing, quiver of the hunt[/I] [B]CR 17-22[/B] adult cobalt dragon with 2-3 dragon cultists or druids; adult cobalt dragon with 1-2 werewolves [B][I]Treasure:[/I][/B] 800 pp, 1,500 gp, 2 sapphires (1,000 gp each), 3 spinels (500 gp each), masterpiece painting of the dragon (750 gp), gold armlet (250 gp), treasure map which leads to the discovery of a rare spell of at least 2nd level (250 gp), [I]elemental gem (emerald), handy haversack, necklace of hunger,[/I] [I]potions of animal friendship [/I]and[I] water breathing[/I] [B]CR 23-30[/B] ancient cobalt dragon with warrior band and fey knight; ancient cobalt dragon with troll or corrupted unicorn [B][I]Treasure:[/I][/B] 4,000 pp, 6,500 gp, jacinth (5,000 gp), gold jewelry box (2,500 gp), chess set made out of gold, platinum, and marble (2,500 gp), gem-studded gold goblet (2,500 gp), [I]candle of invocation, charcoal stick of aversion,[/I] [I]figurine of wondrous power (obsidian steed), instant fortress, sovereign glue[/I] [B]CR 31+[/B] cobalt great wyrm; ancient cobalt dragon with 3 green coven hags [B][I]Treasure:[/I][/B] 3,700 pp, 20,000 gp, 3 rubies and 9 diamonds (5,000 gp each), tome of magical theory which leads to the discovery of a rare spell of at least 5th-level, [I]+2 arrows, eye of elsewhere, mace of disruption, potions of flying [/I]and [I]storm giant strength, +3 tower shield[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. Compasses start going berserk. 2. Metal objects, even those being worn, quiver and hum with energy. 3. Brilliant auroras in the sky, even in areas far too warm for auroras to form. 4. A village of many different heritages, all of which are either too welcoming to or extremely hostile to outsiders. 5. Rocks with streaks of blue in them. 6. Unusually lush and tangled plants. [B][SIZE=5]Behavior[/SIZE][/B] 1. Receiving a report from one of its underlings. 2. Attacks on sight. 3; Flying overhead; hunting. 4. Building a trap. 5. In its lair, sleeping. 6. Ranting and raging at its minions. [B][SIZE=5]Cobalt Dragon Lair Features[/SIZE][/B] A cobalt dragon’s lair will have numerous traps. The constructed traps in [I]Dungeon Delver’s Guide [/I]are a good representative of the types of traps that can be found. A young cobalt dragon’s lair will usually have tier 1 and 2 traps, an adult cobalt’s lair will have tier 2 and 3 traps, and an ancient cobalt’s or great wyrm’s lair will have tier 3 and 4 traps. The traps’ save DC is either the DC listed for the trap or the lair feature save DC (13 + the dragon’s proficiency modifier), whichever is higher. Choose or roll one or more of the following lair features in addition to any traps found there: 1. As a legendary action, the dragon causes a trap to go off, affecting any creatures that it would normally affect, but not harming the dragon. 2. Magnetic fields act strangely in the lair. Its area is difficult terrain to anyone who is wearing metal armor or is carrying an unsheathed metal weapon. At the end of every hour, a creature in metal armor must succeed on a Strength saving throw or take a level of fatigue. 3. The dragon uses a legendary action to trigger a trap. The trap affects only the adventurers, not the dragon or any of its minions unless they are grappling an adventurer. 4. The air is filled with toxic fumes. Whenever a creature that needs to breathe takes damage, it must make a Constitution saving throw. On a failure, it is poisoned until the start of its net turn. On a success, it is immune to this effect for 24 hours. [B][SIZE=5]Names[/SIZE][/B] Bizmazuul, Blueblood, Coenzalmin, Stormfang, Viorekara [B][SIZE=5]Variant: Cobalt Dragon Spellcasters[/SIZE][/B] Some cobalt dragons develop the ability to innately cast spells. A cobalt 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, major image[/I] [B] Adult (save DC 15): 3/day each:[/B] [I]mirror image, programmed illusion[/I] [B] Ancient (save DC 18): 1/day each:[/B][I] creation, plant growth[/I] [B] Great Wyrm (save DC 18): 1/day:[/B] [I]phantasmal killer[/I] [B][COLOR=rgb(65, 168, 95)][SIZE=7]Ancient Cobalt Dragon[/SIZE][/COLOR] Legendary gargantuan dragon[/B] Challenge 23 (50,000 XP) [B]AC[/B] 21 (natural armor) [B]HP[/B] 396 (24d20+168; bloodied 198) [B]Speed[/B] 40 ft., fly 80 ft. [B]STR[/B] 25 (+8) [B]DEX[/B] 10 (+0) [B]CON[/B] 23 (+6) [B]INT[/B] 18 (+4) [B]WIS[/B] 17 (+3) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +7 [B]Maneuver DC[/B] 23 [B]Saving Throws[/B] Dex +7, Con +13, Wis +10, Cha +11 [B]Skills[/B] Deception +11, Engineering +11 (+1d6), Perception +10 (+1d6), Persuasion +11, Stealth +7 [B]Damage Resistances[/B] poison [B]Damage Immunities[/B] force, lightning [B]Condition Immunities[/B] poison [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 23 [B]Languages[/B] Common, Draconic, three more [B][I]Adhere (While Bloodied). [/I][/B]The first time each turn a creature hits the dragon with a melee attack made by a metal weapon [B][I]Forest-Walker. [/I][/B]The dragon isn’t hindered by natural difficult terrain in a forested area. [B][I]Legendary Resistance (3/Day). [/I][/B]When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales crumble into powder. 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 a bite attack, it can use Push/Pull. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +15 to hit, reach 15 ft., one target. [I]Hit: [/I]30 (4d10+8) piercing damage plus 9 (2d8) lightning damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +15 to hit, reach 10 ft., one target. [I]Hit: [/I]21 (3d8+8) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +15 to hit, reach 20 ft., one target. [I]Hit: [/I]21 (3d8+8) bludgeoning damage. [B][I]Electromagnetic Breath (Recharge 5-6).[/I][/B] The dragon exhales magnetic force in a 10-feet wide, 120-foot long line. Each creature in that area must make a DC 22 Dexterity saving throw, taking 40 (9d8) force damage and 40 (9d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn. [B][I]Push/Pull.[/I][/B] The dragon targets a Huge or smaller creature within 60 feet. That creature must make a DC 22 Strength saving throw. On a failure, the creature takes 22 (4d10) force damage and is either pushed backwards or pulled forwards 10 feet (dragon’s choice), or 30 feet if it is wearing metal armor. On a success, the creature takes half damage and is pushed back or pulled forward 5 feet, or 15 feet if it is wearing metal armor. [B][I]Inspiring Call. [/I][/B]The dragon urges its minions to stand fast against adversity. It chooses a creature that it can see and can hear the dragon. That creature gains an expertise die on its next attack roll or saving throw. [B][U]Reactions[/U] [I]Sacrifice Minion. [/I][/B]When the dragon takes damage from a creature it can see and an ally of the dragon is within 10 feet of the dragon, the dragon interposes the minion between itself and the source of the damage. The dragon takes half of the damage and the minion takes the other half. [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 takes 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]Inspiring Call.[/I][/B] The dragon uses Inspiring Call. [B][I]Roar. [/I][/B]Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is 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. 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 must make a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone, and the dragon can then fly up to half its speed. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Ancient Cobalt Dragon Variant: Cobalt Great Wyrm[/SIZE][/COLOR][/B] The dragon is an elite monster, equivalent to two CR 24 monsters (124,000 XP). It has 840 (48d20+336; bloodied 420) hit points and the following trait: [B][I]Force of Nature. [/I][/B]When the dragon is first bloodied, it immediately recharges its breath weapon, if it’s not already available. After doing so, lightning crackles from its body in a 15-foot radius around it. When a creature enters this area for the first time on a turn makes a DC 22 Strength saving throw. On a failure, it takes 11 (2d10) lightning damage, and a creature in metal armor or wielding metal weapons are incapacitated and have their speed reduced to 0 until the start of its next turn, as the magnetism locks it in place. The dragon has the following 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]Magnetic Surge (Costs 2 Actions). [/I][/B]The dragon recharges its breath weapon. [B][I]Pulse (Costs 3 Actions). [/I][/B]The dragon spits a beam of pure electromagnetic energy at a creature it can see within 90 feet. The 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 Cobalt Dragon[/SIZE][/COLOR] Legendary Huge dragon[/B] Challenge 16 (15,000 XP) [B]AC[/B] 19 (natural armor) [B]HP[/B] 252 (24d12+96; bloodied 126) [B]Speed[/B] 40 ft., fly 80 ft. [B]STR[/B] 21 (+6) [B]DEX[/B] 10 (+0) [B]CON[/B] 19 (+4) [B]INT[/B] 16 (+3) [B]WIS[/B] 15 (+2) [B]CHA[/B] 17 (+3) [B]Proficiency[/B] +5 [B]Maneuver DC[/B] 21 [B]Saving Throws[/B] Dex +5, Con +9, Wis +7, Cha +8 [B]Skills[/B] Deception +8, Engineering +8 (+1d6), Perception +7 (+1d6), Persuasion +8, Stealth +5 [B]Damage Resistances[/B] poison [B]Damage Immunities[/B] force, lightning [B]Condition Immunities[/B] poison [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 20 [B]Languages[/B] Common, Draconic, two more [B][I]Adhere (While Bloodied). [/I][/B]The first time each turn a creature hits the dragon with a melee attack made by a metal weapon [B][I]Forest-Walker. [/I][/B]The dragon isn’t hindered by natural difficult terrain in a forested area. [B][I]Legendary Resistance (3/Day). [/I][/B]When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales crumble into powder. If it has no more uses of this ability, its Armor Class is reduced to 17 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 a bite attack, it can use Push/Pull. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 10 ft., one target. [I]Hit: [/I]22 (3d10+6) piercing damage plus 9 (2d8) lightning damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 5 ft., one target. [I]Hit: [/I]19 (3d8+6) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 155 ft., one target. [I]Hit: [/I]19 (3d8+6) bludgeoning damage. [B][I]Electromagnetic Breath (Recharge 5-6).[/I][/B] The dragon exhales magnetic force in a 5-feet wide, 90-foot long line. Each creature in that area must make a DC 17 Dexterity saving throw, taking 31 (7d8) force damage and 31 (7d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn. [B][I]Push/Pull.[/I][/B] The dragon targets a Large or smaller creature within 30 feet. That creature must make a DC 17 Strength saving throw. On a failure, the creature takes 22 (4d10) force damage and is either pushed backwards or pulled forwards 10 feet (dragon’s choice), or 30 feet if it is wearing metal armor. On a success, the creature takes half damage and is pushed back or pulled forward 5 feet, or 15 feet if it is wearing metal armor. [B][I]Inspiring Call. [/I][/B]The dragon urges its minions to stand fast against adversity. It chooses a creature that it can see and can hear the dragon. That creature gains an expertise die on its next attack roll or saving throw. [B][U]Reactions[/U] [I]Sacrifice Minion. [/I][/B]When the dragon takes damage from a creature it can see and an ally of the dragon is within 10 feet of the dragon, the dragon interposes the minion between itself and the source of the damage. The dragon takes half of the damage and the minion takes the other half. [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 takes 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]Inspiring Call.[/I][/B] The dragon uses Inspiring Call. [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 can repeat the saving throw at the end of each 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 must make a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone, and the dragon can then fly up to half its speed. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Young Cobalt Dragon[/SIZE][/COLOR] Large dragon[/B] Challenge 10 (5,900 XP) [B]AC[/B] 17 (natural armor) [B]HP[/B] 170 (20d10+60; bloodied 85) [B]Speed[/B] 40 ft., fly 80 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 10 (+0) [B]CON[/B] 17 (+3) [B]INT[/B] 15 (+2) [B]WIS[/B] 13 (+1) [B]CHA[/B] 15 (+2) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 16 [B]Saving Throws[/B] Dex +5, Con +9, Wis +7, Cha +8 [B]Skills[/B] Deception +6, Engineering +6 (+1d6), Perception +5 (+1d6), Persuasion +6, Stealth +4 [B]Damage Resistances[/B] poison [B]Damage Immunities[/B] force, lightning [B]Condition Immunities[/B] poison [B]Senses[/B] blindsight 30 ft., darkvision 120 ft., passive Perception 18 [B]Languages[/B] Common, Draconic [B][I]Adhere (While Bloodied). [/I][/B]The first time each turn a creature hits the dragon with a melee attack made by a metal weapon [B][I]Forest-Walker. [/I][/B]The dragon isn’t hindered by natural difficult terrain in a forested area. [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] +11 to hit, reach 10 ft., one target. [I]Hit: [/I]20 (3d10+4) piercing damage plus 4 (1d8) lightning damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 5 ft., one target. [I]Hit: [/I]17 (3d8+4) slashing damage. [B][I]Electromagnetic Breath (Recharge 5-6).[/I][/B] The dragon exhales magnetic force in a 5-feet wide, 60-foot long line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (5d8) force damage and 22 (5d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Cobalt Dragon Wyrmling[/SIZE][/COLOR] Medium dragon[/B] Challenge 4 (1,100 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 71 (11d8+22; bloodied 35) [B]Speed[/B] 40 ft., fly 80 ft. [B]STR[/B] 15 (+2) [B]DEX[/B] 10 (+0) [B]CON[/B] 14 (+2) [B]INT[/B] 15 (+2) [B]WIS[/B] 13 (+1) [B]CHA[/B] 15 (+2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Saving Throws[/B] Dex +5, Con +4, Wis +3, Cha +4 [B]Skills[/B] Deception +4, Engineering +4, Perception +3, Stealth +2 [B]Damage Resistances[/B] poison [B]Damage Immunities[/B] force, lightning [B]Condition Immunities[/B] poison [B]Senses[/B] blindsight 10 ft., darkvision 60 ft., passive Perception 13 [B]Languages[/B] Draconic [B][I]Adhere (While Bloodied). [/I][/B]The first time each turn a creature hits the dragon with a melee attack made by a metal weapon [B][I]Forest-Walker. [/I][/B]The dragon isn’t hindered by natural difficult terrain in a forested area. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 500 feet. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +11 to hit, reach 10 ft., one target. [I]Hit: [/I]13 (2d10+2) piercing damage. [B][I]Electromagnetic Breath (Recharge 5-6).[/I][/B] The dragon exhales magnetic force in a 5-feet wide, 30-foot long line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) force damage and 9 (2d8) lightning damage on a failed save on a success. If the creature is wearing metal armor and fails its save, it is also stunned until the start of its next turn. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
Top