Homebrew A Leveled Up Bestiary

Faolyn

(she/her)
We had a giant animal yesterday, so now some giant plants. This article is a mix of giant-sized but otherwise real carnivorous plants and completely fantastic plants. Most of the plants in this article are sessile, making them almost more like traps than proper monsters. As such, they are best used in surprise attacks; after all, if the party knows they’re there, they can just back out of range and lob ranged attacks.

Since these guys are plants, they don’t get the Signs and Behaviors and whatnot. And since they’re short statblocks, I’m including three of ‘em in this entry.

First is the giant bladderwort. Apparently, real bladderworts (genus Utricularia; found worldwide except in Antarctica) are incredibly sophisticated plants and can snap up prey in mere milliseconds by literally vacuuming it into their bladders and digesting it almost immediately. They’re not really dangerous to anything bigger than a couple of millimeters long at most, though, and most go after much smaller animals, the type measure in micrometers. The giant ones, of course, can go after adventurers.

Then there is the giant rainbow plant, (genus Bylbis; native to Australia and New Guinea), which has stems that are covered in sticky, shimmering mucilage. It glimmers colorfully in the light, hence its name. The real plant waits for mosquitos and other such creatures to land on it, thinking the mucilage is a treat, then get stuck and die from exhaustion or suffocation. As is usual, the giant version is a bit more proactive when it comes to securing prey. Wikipedia says that these plants may not be true carnivorous plants. They seem to have a somewhat symbiotic relationship with a type of true bug, where the bug eats the insects caught by the plant and the plant “feeds” on the bug’s waste. So maybe giant rainbow plants have a similar relationship with, I dunno, harpies.

Finally, there’s a fantastic plant, the bloodflower. D&D had a lot of blood-drinking plants: bloodthorn, bloodroot, bloodrose, and for a change of pace, the vampire rose. It’s one of those plants with white flowers that turn red as they fill up with blood. I’m using the picture of the vampire rose from the Mystara MC appendix

One strange thing I’ve noticed. Supposedly “mindless” creatures—for instance, shriekers, animated objects—are often immune to the fatigue condition, but not to strife. One would think that something with Intelligence and Charisma of 1 would be immune to metal stress. What gives?


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image taken from carnivorousplantresource.com

Giant Bladderwort
The Dragon’s Bestiary, Dragon Magazine #167
Created by Gregg Chamberlain

Giant bladderworts is a rootless, floating water plant that can be found drifting just below the surface of the water in swamps and stagnant lakes. They can sometimes be distinguished by the small pollinating flowers that grow above the water’s surface. While the plant itself can’t move on its own, its long stems—each of which may grow as much as 50 feet long—are capable of weak movement. Each stem is covered in small “bladders,” transparent membranes that are covered in sensory trigger hairs. The bladders are under a negative pressure—effectively, a partial vacuum—so when a whisker is disturbed, the bladder opens and the water and anything else in it is sucked in with alarming speed and force. When the meal it vacuums up is completely dissolved, the bladder spits out everything else. The waters under a giant bladderwort may be covered in treasure.

A single bladderwort can cover an area 100 feet across, making it a very wide-reaching danger. It lacks a central stem

Giant Bladderwort
Gargantuan plant

Challenge 3 (750 XP)
AC 13 (natural armor)
HP 60 (8d12+8; bloodied 30)
Speed 0 ft.

STR 18 (+4) DEX 10 (+0) CON 13 (+1)
INT 1 (-5) WIS 6 (-2) CHA 3 (-4)

Proficiency +2
Maneuver DC 14
Damage Resistances bludgeoning, piercing
Damage Immunities acid, fire
Condition Immunities blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned
Senses tremorsense 30 ft., passive Perception 8
Languages
False Appearance. While motionless, the bladderwort is indistinguishable from normal swamp palnts.

Actions
Multiattack.
The bladderwort makes 4 bladdertrap attacks.
Bladdertrap. The bladderwort targets a Medium or smaller creature within 10 feet of one of its bladders. That creature must make a DC 14 Strength saving throw or be sucked into the bladder and be grappled (escape DC 14). While grappled, the creature is restrained, can’t breathe, and takes 7 (2d6) ongoing acid damage.
A trap may be targeted by attacks. It has AC 13, 10 hit points, and is immune to fire, acid, and bludgeoning damage. When the bladder is dealt damage while it is grappling, it takes half the damage (rounded down) and the other half is dealt to the grappled target. Each trap can only grapple a single creature at a time, but the bladderwort has as many as 50 bladders. Destroyed bladders are regenerated after 24 hours.

*

1666560552113.png

image taken from carnivorousplantresource.com

Giant Rainbow Plant
The Dragon’s Bestiary, Dragon Magazine #167
Created by Gregg Chamberlain

The giant rainbow plant has a woody, trunk-like stem from which grow a cluster of branch-like leaves, each of which ends up in a club-like knob. It secretes globs of sticky mucilage along each of these stems. These globs shimmer like rainbows with opalescent rainbows in sunlight, giving the plant its name—and allowing it to lure creatures in to be attacked.

Giant Rainbow Plant
Huge plant

Challenge 2 (450 XP)
AC 12 (natural armor)
HP 45 (6d10+12; bloodied 22)
Speed 0 ft.

STR 20 (+5) DEX 10 (+0) CON 15 (+2)
INT 1 (-5) WIS 6 (-2) CHA 3 (-4)

Proficiency +2
Maneuver DC 15
Damage Resistances fire; bludgeoning, piercing, and slashing from ranged attacks
Damage Immunities bludgeoning
Condition Immunities blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned
Senses tremorsense 10 ft., passive Perception 8
Languages
Sticky. Dozens of thin, mucilage-beaded trigger hairs surround the rainbow plant to a distance of 10 feet. That space is difficult terrain, and creatures in that space have disadvantage on attack rolls, Dexterity ability checks, and Dexterity saving throws.

Actions
Dazzle.
If it is in bright light, the rainbow plant shimmers. All creatures within 30 feet who can see the rainbow plant must make a DC 12 Wisdom saving throw or become charmed by the plant until the end of its next turn. While charmed, the creature is incapacitated and must use all of its speed to move towards the rainbow plant by the most direct route, not avoiding opportunity attacks or hazards. The creature may repeat its saving throw whenever it is damaged and before entering damaging terrain. If a saving throw is successful or the effect ends for a creature, that creature is immune to any rainbow plant’s dazzle for the next 24 hours.
Stem. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) bludgeoning damage and the target is grappled (escape DC 15). While grappled, the creature is restrained and the rainbow plant can’t use that stem to attack another creature. If the rainbow plant hits the same target with two or more stem attacks, the creature is also restrained, and while restrained, takes 3 (1d6) ongoing acid damage, and can’t breathe. The rainbow plant has 10 stems.

Bonus Actions
Stem.
The rainbow plant makes a slam attack.

*

1666560437961.png

Art by Arnie Swekel

Bloodflower (Vampire Rose)
The Dragon’s Bestiary, Dragon Magazine #167
Created by Gregg Chamberlain

Bloodflowers are thorny bushes with delicate translucent white flowers that resemble wild roses. It blooms both day and night and throughout the entire year. They exude an enticing narcotic perfume that causes those who breathe it in to fall unconscious. The bloodflower then extends a tendril and pierces the creature’s body with its thorns, drinking the creature’s blood until it’s been drained dry, which is what gives the bloodflower its other name—the vampire rose. While it drinks, the bloodflower’s white flowers turn first pink, then blood red.

Bloodflower (Vampire Rose)
Small plant

Challenge 2 (450 XP)
AC 13
HP 44 (8d6+16; bloodied 22)
Speed 0 ft.
STR 8 (-1) DEX 16 (+3) CON 13 (+2)
INT 1 (-5) WIS 6 (-2) CHA 1 (-5)

Proficiency +3
Maneuver DC 13
Condition Immunities blinded, charmed, deafened, fatigue, frightened, prone, restrained, strife, stunned
Senses tremorsense 10 feet, passive Perception 8
Languages
False Appearance. When motionless, the bloodflower is indistinguishable from a normal flowering plant.
Fragrance. The bloodflower exudes a narcotic fragrance in a 5-foot radius. A creature that enters that area for the first time on its turn or starts its turn there must make a DC 12 Constitution saving throw against poison or fall unconscious for 10 minutes or until another creature uses its action to awaken it. Creatures that don’t need to breathe or sleep are immune.

Actions
Thorn Lash.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) damage plus.
Sip Blood. Melee Weapon Attack: +5 to hit, reach 5 ft., one unconscious target. Hit: 1 damage plus 7 (2d6) necrotic damage, and the bloodflower regains hit points equal to the amount of necrotic damage taken. This attack does not wake the unconscious creature.
 

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GuyBoy

Hero
The Bloodflower is a beautiful monster. Truly scary.
Alnwick Castle in UK has a wonderful Poison Garden, full of (as the name suggests) dangerous plants. The Bllodflower would fit in just fine to a fantasy version.
 

Faolyn

(she/her)
The Bloodflower is a beautiful monster. Truly scary.
Alnwick Castle in UK has a wonderful Poison Garden, full of (as the name suggests) dangerous plants. The Bllodflower would fit in just fine to a fantasy version.
I've always wanted to go to the UK to visit places like that. I've heard of it before and it sounds so fascinating!
 

GuyBoy

Hero
I've always wanted to go to the UK to visit places like that. I've heard of it before and it sounds so fascinating!
If you ever make it over, let me know. I’ll show you some Roman ruins, Iron Age forts, Neolithic burial sites and (of course) medieval castles in the London/SE region. Genuine offer.
Alnwick is in the NE, but definitely worth a visit ( Bamburgh Castle is close to it as well as Hadrian’s Wall)
 

Faolyn

(she/her)
Unlike the other plants in this article, the helborn is intelligent and mobile, if slow. There’s no illustration, but the description makes it sound a lot like Audrey II from Little Shop of Horrors, a chomper from Plants Vs. Zombies, a piranha plant from the Mario games, or a cowplant (sans udders and cake) from the Sims. Only it has tendrils it can use to club people with. Basically, it’s a monster plant with a giant flower-head that can nom you. Like yesterday’s bloodflower, it’s such a standard type of plant monster I’m surprised it’s not used more often.

This is also one of those monsters where the different body parts were given different ACs and it had age categories, in case you wanted even more complexity. I decided against it, though.

Also. November is coming up, which is NaNoWriMo time. While I don’t normally participate and have no plans to write a novel, I do want to actually concentrate on my many writing and art projects for a bit, as well as prep for my next adventure (which, I am sad to report, is using o5e, not Level Up). Also, I’m sick with what I hope is just a nagging cold. Therefore, I will be taking the rest this month and all of November off. Tun in December 1st for one of my favorites: the ferrous dragons!

Helborn
The Dragon’s Bestiary, Dragon Magazine #167
Created by Gregg Chamberlain

Helborn are tremendous, carnivorous plant monsters. A helborn has a large, colorful “head” made of tough, wood-hard bracts, surrounded by tiny, delicate flowers and large, hairy leaves, supported on a strong, flexible trunk. Coiled around the trunk are a pair of heavy, leafy vines. A helborn’s head, in fact, is nothing more than a tremendous mouth, lined with backwards-facing spines, and their use their vines to capture prey and bring it to their mouths, where it is crushed, swallowed, and quickly digested. While a helborn’s sense of smell is excellent and they can detect movement from afar, they lack hearing or vision.

Intelligent and Telepathic. Helborns are quite smart, and while they are incapable of speaking, they can understand several languages, and can telepathically communicate images and emotions. They are remarkably good at getting their points across even without words. On top of that, they have the ability to influence or even outright control other creature’s minds. Few creatures are able to escape their mental tendrils for long.

Feed Me! Helborn are always hungry, and what they want is bloody red meat, preferably still alive and kicking. While they can and do hunt on their own, they prefer to get others to feed them. Using telepathy, they lure creatures in and persuade them to provide food, promising goods—helborn always have a stash of treasure nearby—if obeyed, or threatening harm if ignored. Although they can’t move fast, their magic ensures that they usually have one or even more minions who are willing to assist the plant in procuring food. Helborn will eat any sort of meat, but they tend to be very vain and want only the best for themselves, such as prize livestock… or a sacrificed villager. They gather the treasure that their meals once wore or carried and use it when they negotiate with others.

Fiendish Offshoots. The name “helborn” is a play on both the harmless flower called the hellebore and on these plant’s hellishly cruel nature. They grow in dark, dank places where fiends have spilled their blood; the evil that runs through a fiend’s veins both nourishes and corrupts the seeds in the soil and gives them their powers.

Helborn are self-centered to a fault. They tolerate no carnivorous creatures nearby unless they are completely under the plant’s leafy thumbs—they hate even small predators such as foxes and hawks. The land around a helborn often develops a glut of prey animals, and while the helborn’s predations can keep those numbers down, such animals tend to overrun and overeat their territories. That being said, a helborn’s needs and desires are simple enough that they are willing to work with other powerful creatures who can provide enough high-quality meat for it. Such creatures, however, always need to watch out. Helborn are all but incapable of loyalty and may eventually decide that their ally makes for a better snack.

Legends and Lore
With a Nature check, the characters can learn the following:

DC 10. Helborn are intelligent, carnivorous plants who use teeth-lined petals and vines to hunt. They are capable of slowly moving about. They mostly live in dark, dank places. They keep other meat-eaters out of their territory.

DC 15. Naturally telepathic, helborn are capable of manipulating the minds of other creatures both through natural charisma, threats, bribes, and magic. They often have several people working for them, but not always willingly.

DC 20. Helborn sometimes grow in places where fiends have bled and died.

Helborn Encounters
Terrain:
forest, ruin, sewer, swamp

5-10 helborn; helborn with druid or ogre; helborn with green dragon wyrmling.
Treasure: 175 gp, 500 sp, silver jewelry box (250 gp), gold locket with an image of a local noble in it (75 gp), 3 topazes (500 gp each), vial of antitoxin, +1 breastplate of elven design, wand of prestidigitation

11-16 helborn with 1d4+4 cuthroats or kech, helborn with 1-2 coven green hags.
Treasure: 70 pp, 1,300 gp, black pearl nose ring (750 gp), coral and gold pendant necklace (500 gp), pipes of haunting, scrolls of hallucinatory terrain and find the path

Signs
1. A pile of treasure.
2. An upturned pile of earth. Digging through it reveals broken roots and the bones of both animals and humanoids.
3. The scent of foul rotten blood.
4. A pair of charmed humanoids dragging a struggling third humanoid to be devoured.

Behavior
1. Telepathically contacting a victim to ask for food in exchange for treasure.
2. Slowly moving itself to a new location.
3. Devouring a humanoid.
4. Hungry; will attack on sight.

Helborn
Large plant (fiend)

Challenge 7 (2,900 XP)
AC 17 (natural armor)
HP 122 (14d10+28; bloodied 4561
Speed 5 ft.

STR 19 (+4) DEX 13 (+1) CON 14 (+2)
INT 8 (-1) WIS 12 (+1) CHA 15 (+2)

Proficiency +3
Maneuver DC 15
Saving Throws Wis +4
Skills Deception +5, Insight +4, Intimidation +5, Perception +4, Persuasion +5
Condition Immunities blinded, deafened, prone, stunned, unconscious
Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 14
Languages understands Common, Druidic, and Sylvan but can’t speak
Evil. The helborn radiates an Evil aura.
Innate Spellcasting (3/day). The helborn can cast suggestion. It’s spellcasting ability is Charisma (spell save DC 13).
Insidious. The helborn gains a d4 expertise die on Charisma checks against any creature that has been charmed by it, even if the creature is no longer charmed.
Keen Smell. The helborn has advantage on Perception checks that rely on smell.
Limited Telepathy. The helborn can magically communicate simple ideas, emotions, and images telepathically to any creature within 120 feet of it.
Magic Resistance. The helborn has advantage on saving throws against spells and other magical effects.
Plant Nature. The helborn doesn’t have to sleep.

Actions
Multiattack.
The helborn attacks once with its tendril and once with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage plus 5 (2d4) acid damage. If the target is a Medium or smaller creature grappled by the helborn, the target is swallowed. A swallowed creature is blinded and restrained, has total cover from attacks outside the helborn, and takes 5 (2d4) acid damage at the start of each of the helborn’s turns.
If the swallowed creature deals 20 or more damage to the helborn in a single turn, or the helborn dies, the helborn vomits up the swallowed creature. The helborn can only have a single creature swallowed at a time.
Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8+4) bludgeoning damage and if the target is Medium or smaller, it is grappled (escape DC 15) and pulled up to 10 feet closer to the helborn.
Dominate (3/Day). The helborn targets one humanoid within 30 feet of it, forcing it to make a DC 13 Wisdom saving throw. On a failure, the target is magically charmed for 1 day. The charmed creature obeys the helborn’s telepathic commands, and the helborn can use its actions to use the creature’s senses as its own and to speak through it, as long as the charmed creature and the helborn are on the same plane. The creature may make a new saving throw whenever it takes damage or if it receives a suicidal command or a command that goes directly against its moral code. If the creature’s saving throw is successful or the effect ends for it, it is immune to any helborn’s Dominate for 24 hours.

Bonus Actions
Tendril.
The helborn makes a tendril attack.
Read Thoughts. The helborn magically reads the surface thoughts of one creature within 60 feet that it can detect with its tremorsense. Until the end of the helborn’s turn, it gains a d4 expertise die on Deception, Insight, and Persuasion checks against the creature.

Combat
The helborn is smart enough to know that it can’t flee if it loses a battle, so it only tries to attack creatures that are obviously weaker than it. It will gladly sacrifice minions or make deals if it means it will survive.
 





Faolyn

(she/her)
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 2-3 days instead of every day.

Also, in case anyone is interested, I have collected all of these monsters here.

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 none 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 nickel dragon. 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 15 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.

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Art by James Zhang

Nickel Dragon (Ferrous Dragon)
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.

Swamp Dragons. 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.

Predictably Unpredictable. 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.

Toying With Emotions. 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.

Poor Parents. 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.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Nickel dragons live in swamps, especially salt-water swamps near coastlines.

DC 15. These dragons breathe a phosphorescent cloud of acidic vapors. Those who get caught in the cloud glow, as if they had been targeted with faerie fire.

DC 20. 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.

Nickel Dragon Encounters
Terrain:
Swamps, coastlines

CR 3-4 nickel dragon wyrmling with 3-4 kobolds; 2 nickel dragon wyrmlings
Treasure: 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, bubble wand, spell scroll of searing equation

CR 5-10 young nickel dragon
Treasure: 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, potion of hill giant strength, scroll of alarm

CR 11-16 young nickel dragon with 2d4+4 boggards and 1d4+2 boggard bravos; young nickel dragon with 1d4+2 bugbears; young nickel dragon with bunyip
Treasure: 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 potions of cure wounds, scroll of animate dead, seeds of necessity

CR 17-22 adult nickel dragon; adult nickel dragon with 1d4+1 bugbears; young nickel dragon with 4 harpies
Treasure: 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), bag of beads, defending drum, restorative ointment,

CR 23-30 adult nickel dragon with sewer chimera or dread troll; ancient nickel dragon; ancient nickel dragon and ogre mage
Treasure: 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, absurdist web, +3 breastplate, impossible cube, staff of gravity bending

CR 31+ Nickel great wyrm; nickel great wyrm and 2d4 awakened trees; ancient nickel dragon and ur-otyugh
Treasure 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), crystal ball, potion of invisibility, transforming cloak (sylph), wand of wonder

Signs
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.

Behavior
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.

Nickel Dragon Lair Features
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 swarms of insects, 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.

Names
Disme, Ieddrenyth, Kemataen, Moonshine, Vulunei

Variant: Nickel Dragon Spellcasters
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.

Young (save DC 13): 3/day each: entangle, heat metal
Adult (save DC 15): 3/day each: confusion, gaseous form
Ancient (save DC 18): 1/day each: insect plague, plant growth
Great Wyrm (save DC 18): 1/day: awaken

Ancient Nickel Dragon
Legendary gargantuan dragon

Challenge 23 (50,000 XP)
AC 20 (natural armor)
HP 367 (21d20+147; bloodied 173)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR 23 (+6) DEX 10 (+0) CON 25 (+7)
INT 11 (+0) WIS 13 (+1) CHA 16 (+3)

Proficiency +7
Maneuver DC 21
Saving Throws Dex +7, Con +13, Wis +8, Cha +10
Skills Perception +8 (+1d6), Stealth +7
Damage Resistances fire
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Draconic, one more
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). 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.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Burning Acid.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 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.
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) piercing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the dragon pushes the target 10 feet away.
Burning Acid. 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.
Swamp Gas Breath (Recharge 5-6). 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.

Bonus Actions
Rend (While Grappling a Creature).
The dragon makes a bite attack against a creature it is grappling.

Reactions
Capricious Leap.
After taking damage, the dragon can move up to 20 feet without provoking attacks of opportunity.
Tail Attack. 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.

Legendary Actions
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.

Roar. 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.
Wing Attack. 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.
Tail Lash. The dragon makes a tail attack.
Caustic Fog (1/Day, Bloodied Only). 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.

Ancient Nickel Dragon Variant: Nickel Great Wyrm
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:

Concentrated Acid (1/Day). 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:

Elite Recovery. 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.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Distill Acid. (Costs 2 Actions). The dragon recharges its breath weapon.
Melt (Costs 3 Actions). 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.

*

Adult Nickel Dragon
Legendary huge dragon

Challenge 17 (18,000 XP)
AC 18 (natural armor)
HP 256 (22d12+132; bloodied 113)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR 20 (+5) DEX 10 (+0) CON 23 (+6)
INT 10 (+0) WIS 12 (+1) CHA 14 (+2)

Proficiency +6
Maneuver DC 19
Saving Throws Dex +6, Con +12, Wis +6, Cha +8
Skills Perception +7 (+1d6), Stealth +6
Damage Resistances fire
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). 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.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Flammable Acid.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 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.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d8+5) bludgeoning damage, and the dragon pushes the target 10 feet away.
Burning Acid. 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.
Swamp Gas Breath (Recharge 5-6). 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.

Bonus Actions
Rend (While Grappling a Creature).
The dragon makes a bite attack against a creature it is grappling.

Reactions
Capricious Leap.
After taking damage, the dragon can move up to 20 feet without provoking attacks of opportunity.
Tail Attack. 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.

Legendary Actions
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.

Roar. 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.
Wing Attack. 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.
Caustic Fog (1/Day, Bloodied Only). 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.

*

Young Nickel Dragon
Large dragon

Challenge 9 (5,00 XP)
AC 17 (natural armor)
HP 152 (16d10+64; bloodied 76)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR 17 (+4) DEX 10 (+0) CON 19 (+4)
INT 9 (-1) WIS 11 (+0) CHA 12 (+1)

Proficiency +4
Maneuver DC 15
Saving Throws Dex +4, Con +9, Wis +4, Cha +5
Skills Perception +3 (+1d6), Stealth +4
Damage Resistances fire
Damage Immunities acid
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic
Amphibious. The dragon can breathe air and water.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 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.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d8+3) piercing damage.
Swamp Gas Breath (Recharge 5-6). 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.

Bonus Actions
Rend (While Grappling a Creature).
The dragon makes a bite attack against a creature it is grappling.

Reactions
Capricious Leap.
After taking damage, the dragon can move up to 10 feet without provoking attacks of opportunity.

*

Nickel Dragon Wyrmling
Medium dragon

Challenge 2 (450 XP)
AC 17 (natural armor)
HP 45 (7d8+14; bloodied 22)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR 14 (+2) DEX 10 (+0) CON 15 (+2)
INT 7 (-2) WIS 9 (-1) CHA 10 (+0)

Proficiency +2
Maneuver DC 12
Saving Throws Dex +2, Con +5, Wis +1, Cha +2
Skills Perception +1, Stealth +2
Damage Resistances fire
Damage Immunities acid
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Amphibious. The dragon can breathe air and water.
Smell Metal. The dragon can locate by scent coins and ores within 100 feet.

Actions
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (2d10+2) piercing damage.
Swamp Gas Breath (Recharge 5-6). 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.
 



Faolyn

(she/her)
One thing I always liked about ferrous dragons is their variety of alignments. Or, well. Three of ‘em are evil, one is good, and one is neutral, but that’s a lot more variety than chromatic, metallic, or gem dragons have. So up next is the tungsten dragon, the goodest of the ferrous dragons. They are dedicated to stopping evildoers, no matter the cost, and are rather the exemplar of the ends justifying the means. I’d say Lawful Awful paladin, but in 2e they were Neutral Good, the goodest of alignments. They got changed to Lawful Good in 3e. It should be noted that they were in issue #356, which came out June of '07--less than two months before 4e was announced, so it's entirely possible that they fell victim to that edition's removal of alignments.

Edit: All of this and I forgot the Lair Features. Grrr.

1670186952359.png

art by James Zhang

Tungsten Dragon (Ferrous Dragon)
The Dragon's Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356
Created by Jason M. Walker, Kevin Baase, and Eric Jansing

Tungsten dragons have dozens of small, spiky horns surrounding their heads and curled, frill-like scales going down the back of their necks, all the way to the tip of their barbed tails. Upon hatching, a tungsten dragon is deep forest-green, flecked with brown. As they age, the brown slowly pales into a lustrous, pale tan while the green takes on a matte finish. Unlike many other dragons, tungsten dragons prefer eating plants to meat, especially desert succulants.

The Ends Justify The Means. Tungsten dragons are relentless in the pursuit of good, and they will use whatever means are available to defeat evil. After all, evil creatures stop at nothing in order to win, so good creatures must do the same if they hope to succeed. They won’t harm innocents, but beyond that will do anything they have to in order to destroy evil opponents.

They make for excellent and loving parents, and make sure that their offspring have the proper views on goodness and evil. Upon reaching maturity, young tungstens often choose to remain with their parents and help them, especially if the local area has a very large number of evil creatures in it.

Constant Patrols. These dragons live only in arid climates, such as deserts, dry steppes, and savannahs. While they prefer warm temperature to cool ones, what they really look for in a territory is dryness. They spend much of their time soaring through the skies, on the lookout for evildoers below. If they spot a person they don’t recognize—they usually have quite good memories for faces—they will either keep an eye on them for a while or simply land and demand to know what the traveler’s business is. If more than one tungsten dragon shares a territory, they team up and coordinate their efforts. They will also ally with humanoid guard patrols, provided those patrols meet the tungsten’s rigid morality requirements. Tungstens tend to not have permanent lairs and generally only keep enough treasure to satisfy the edge of their innate draconic lust for treasure and to pay for any help they need. Otherwise, they lead very austere lives.

Holier Than Thou. Tungsten dragons are scrupulously honest and view lies as evil—even white lies are seen as a slippery slope, a good intention leading to Hell. They are unwilling to associate with creatures they view as being not good enough. While they sometimes will befriend brass dragons, they also tend to view those dragons as being boorish and not dedicated enough. In return, brass dragons tend to think that tungsten dragons don’t understand basic decency and kindness.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Tungsten dragons live in deserts and wastelands, which they fly over in endless patrols.

DC 15. These dragons can exhale burning sand in a powerful enough blast to strip the armor from its wearer. The most powerful of them can also breathe sand in a way that doesn’t burn but buries and immobilizes their target.

DC 20. Self-proclaimed champions of goodness, tungsten dragons work endlessly to remove evil from their territories and bring evildoers to justice.

Tungsten Dragon Encounters
Terrain: badlands, deserts, grasslands

CR 3-4 tungsten dragon wyrmling with 3 or 4 dragonbound warriors.
Treasure: 300 sp, 1, 600 cp, +1 ammunition, potion of heroism

CR 5-10 young tungsten dragon
Treasure: 60 pp, 200 gp, 3 topazes (500 gp each), marble bust of a famed hero (250 gp), potion of frost giant strength, scroll of zone of truth

CR 11-16 young tungsten dragon with 1-2 guard squads, knights, or veterans
Treasure: 230 pp, 800 gp, emerald necklace (1,500 gp), potion of climbing, 2 potions of greater healing, ring of resistance

CR 17-22 adult tungsten dragon; adult tungsten dragon with knight
Treasure: 1,300 pp, 8,000 gp, peridot ring carved with a noble family crest (750 gp), arrow of slaying, candle of invocation, wand of enemy detection

CR 23-30 ancient tungsten dragon; adult tungsten dragon with young tungsten dragon; adult tungsten dragon with holy knight
Treasure: 2000 pp, gold jewelry box (2,500 gp), deed to a nearby fort and details on its staff (2,500 gp), +2 ammunition, +3 padded cloth, fire charm, ioun stone of protection,

CR 31+ great wyrm tungsten dragon; ancient tungsten dragon with deva and 1d4+1 soldier squads; adult tungsten dragon with knight captain
Treasure: 16,000 pp, 10,000 gp, 1/10th-size platinum statue of the dragon (7,500 gp), ring of invisibility, scrolls of blade barrier and forcecage, 2 potions of supreme healing, sovereign glue

Signs
1. A wanted sign for a group of local bandits.
2. A sandstorm.
3. A pile of sand, unusually hot to the touch.
4. Resident intelligent creatures speak well of their protector, but warn travelers about not breaking the rules.

Behavior
1-4. Flying overhead, patrolling.
5. Approaches the party; demands to know their business in the area.
6. Approaches the party; warns them of dangerous criminals in the area and requests their help in apprehending them.
7. Approaches the party; informs them of their criminal actions and demands that they repent and surrender.
8. In its lair, studying maps of the area.

Tungsten Dragon Lair Features
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. Creatures find it extremely difficult to keep secrets or lie while in the lair. Deception checks are made at disadvantage.
2. Shifting sand covers the ground in the dragon’s lair. The area is difficult terrain, and whenever the dragon uses its Wing attack, it also causes a sandstorm, causing the area within 30 feet of the dragon to become heavily obscured until the start of its next turn. The sand doesn’t hinder the dragon’s vision.
3. As a legendary action, the dragon can beat its tail against the ground, causing creatures in contact with the ground to be partially engulfed by the loose sand. A creature must make a Strength or Dexterity saving throw or be grappled by the sand.
4. The dragon can use Burning Light to ignite piles of flammable material around the lair, creating up to three bonfires that are within 20 feet of each other. Each bonfire fills a 5-foot cube and burns for 1 minute. A creature in the bonfire’s area must succeed on a Dexterity saving throw or be burned, taking 10 (3d6) fire damage on a failed save or half as much on a successful one.

Names
Ascomaea, Duzan, Justice, Ulthmyn, Watcher

Variant: Tungsten Dragon Spellcasters
Some tungsten dragons develop the ability to innately cast spells. A tungsten 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.

Young (save DC 13): 3/day each: create or destroy water, detect evil and good
Adult (save DC 15): 3/day each: banishment, wall of stone
Ancient (save DC 18): 1/day each: conjure celestial, plant growth
Great Wyrm (save DC 18): 1/day: hallow

Ancient Tungsten Dragon
Legendary gargantuan dragon

Challenge 26 (90,000 XP)
AC 21 (natural armor)
HP 448 (23d20+207; bloodied 224)
Speed 40 ft., burrow 40 ft., fly 80 ft.

STR 28 (+9) DEX 12 (+1) CON 28 (+9)
INT 17 (+3) WIS 15 (+2) CHA 19 (+4)

Proficiency +8
Maneuver DC 25
Saving Throws Dex +9, Con +18, Wis +10, Cha +12
Skills History +11, Insight +12, Intimidation +12, Perception +10 (+1d6)
Damage Resistances acid, radiant
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception23
Languages Common, Draconic, two others
Legendary Resistance (3/Day). 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.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.
The Scent of Truth. The dragon knows if it hears a lie.

Actions
Multiattack.
The dragon attacks with its bite and twice with its claws. In place of its bite, it can use Sandbind.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) piercing damage.
Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8+9) bludgeoning damage.
Sandbind. The dragon breathes sand at a creature that is Large or smaller what is within 90 feet of the dragon, burying that creature. It must make a DC 25 Strength saving throw or be restrained by the sand. While restrained, the creature can’t breathe. It can use its action to make a DC 20 Athletics check to dig its way out of the sand. A creature with a burrow speed can do this automatically, without the need for a check.
Sandblast Breath (Recharge 5-6). The dragon exhales a blast of burning sand in a 90-foot cone. Each creature in that area must make DC 25 Constitution saving throw, taking 49 (11d8) fire damage and 49 (11d8) slashing damage on a failed save or half damage on a success. If a creature fails by 5 or more and is wearing nonmagical armor or a shield, then the creature’s armor is damaged by the blasting sand and takes a permanent and cumulative -1 to the AC it offers. Armor reduced to an AC of 10 or more or shield that drops to a +0 bonus is destroyed.

Reactions
Tail Attack.
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.

Legendary Actions
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.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it must make a DC 20 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet must make a DC 25 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.
Demand Surrender. The dragon roars a demand that its foes drop their weapons. Each creature within 30 feet must make a DC 20 Wisdom saving throw or be forced to drop its weapons and fall prone. Whether the saving throw is a success or failure, an affected creature is immune to Demand Surrender for 24 hours.
Burning Light (Costs 3 Actions). The dragon targets a creature within 60 feet. That creature must make a DC 25 Constitution saving throw, taking 22 (4d10) radiant damage on a failure or half damage on a success. On a failure, the creature is also blinded until the end of its next turn.

Ancient Tungsten Dragon Variant: Tungsten Great Wyrm
The tungsten great wyrm is an elite monster, equivalent to two CR 26 creatures (180,000 XP). It has 897 (46d20+414; bloodied 448) hit points. It has the following trait:

Rejuvenating Flame (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, the dragon’s scales and eyes begins to burn with righteous light. Until the end of the dragon’s next turn, a creature that touches the dragon or hits it with a melee attack while within 10 feet of the dragon takes 10 (3d6) radiant damage.

The dragon has the additional legendary actions, which it can only use while bloodied:

Elite Recovery. 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.
Second Chance (Gaze). A creature within 120 feet makes a saving throw against Demand Surrender, even if it has already successfully saved within the past 24 hours.
Righteousness (Costs 2 Actions). The dragon recharges its breath weapon.
Immolate (Costs 3 Actions). The dragon spits a ball of golden fire 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. Instead of slashing damage, the creature takes radiant damage.

*

Adult Tungsten Dragon
Legendary huge dragon

Challenge 19 (22,000 XP)
AC 19 (natural armor)
HP 297 (22d12+154; bloodied 224)
Speed 40 ft., burrow 30 ft., fly 80 ft.

STR 24 (+7) DEX 12 (+1) CON 24 (+7)
INT 15 (+2) WIS 13 (+1) CHA 17 (+3)

Proficiency +7
Maneuver DC 20
Saving Throws Dex +7, Con +13, Wis +7, Cha +9
Skills History +8, Insight +7, Intimidation +9, Perception +7 (+1d6)
Damage Resistances acid, radiant
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic, two others
Legendary Resistance (3/Day). 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 17 until it finishes a long rest.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.
The Scent of Truth. The dragon knows if it hears a lie.

Actions
Multiattack.
The dragon attacks with its bite and twice with its claws. In place of its bite, it can use Sandbind.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) piercing damage.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (2d8+7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (2d8+7) bludgeoning damage.
Sandbind. The dragon breathes sand at a creature that is Medium or smaller what is within 60 feet of the dragon, burying that creature. It must make a DC 20 Strength saving throw or be restrained by the sand. While restrained, the creature can’t breathe. It can use its action to make a DC 20 Athletics check to dig its way out of the sand. A creature with a burrow speed can do this automatically, without the need for a check.
Sandblast Breath (Recharge 5-6). The dragon exhales a blast of burning sand in a 60-foot cone. Each creature in that area must make DC 20 Constitution saving throw, taking 40 (9d8) fire damage and 40 (9d8) slashing damage on a failed save or half damage on a success. If a creature fails by 5 or more and is wearing nonmagical armor or a shield, then the creature’s armor is damaged by the blasting sand and takes a permanent and cumulative -1 to the AC it offers. Armor reduced to an AC of 10 or more or shield that drops to a +0 bonus is destroyed.

Reactions
Tail Attack.
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.

Legendary Actions
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.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it must make a DC 18 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet must make a DC 20 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.
Demand Surrender. The dragon roars a demand that its foes drop their weapons. Each creature within 30 feet must make a DC 18 Wisdom saving throw or be forced to drop its weapons and fall prone. Whether the saving throw is a success or failure, an affected creature is immune to Demand Surrender for 24 hours.
Burning Light (Costs 3 Actions). The dragon targets a creature within 60 feet. That creature must make a DC 25 Constitution saving throw, taking 22 (4d10) radiant damage on a failure or half damage on a success. On a failure, the creature is also blinded until the end of its next turn.

*

Young Tungsten Dragon
Large dragon

Challenge 10 (5,900 XP)
AC 18 (natural armor)
HP 168 (16d10+80; bloodied 84)
Speed 40 ft., burrow 20 ft., fly 80 ft.

STR 21 (+5) DEX 12 (+1) CON 20 (+5)
INT 13 (+1) WIS 11 (+0) CHA 15 (+2)

Proficiency +4
Maneuver DC 17
Saving Throws Dex +5, Con +9, Wis +4, Cha +6
Skills History +5, Insight +4, Intimidation +6, Perception +5 (+1d6)
Damage Resistances acid, radiant
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.
The Scent of Truth. The dragon knows if it hears a lie.

Actions
Multiattack.
The dragon attacks with its bite and twice with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) piercing damage.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (2d8+7) slashing damage.
Sandblast Breath (Recharge 5-6). The dragon exhales a blast of burning sand in a 30-foot cone. Each creature in that area must make DC 17 Constitution saving throw, taking 27 (6d8) fire damage and 27 (6d8) slashing damage on a failed save or half damage on a success. If a creature fails by 5 or more and is wearing nonmagical armor or a shield, then the creature’s armor is damaged by the blasting sand and takes a permanent and cumulative -1 to the AC it offers. Armor reduced to an AC of 10 or more or shield that drops to a +0 bonus is destroyed.

*

Tungsten Dragon Wyrmling
Medium dragon

Challenge 3 (750 XP)
AC 16 (natural armor)
HP 67 (9d8+27; bloodied 33)
Speed 30 ft., burrow 15 ft., fly 60 ft.

STR 17 (+3) DEX 12 (+1) CON 16 (+3)
INT 12 (+1) WIS 10 (+0) CHA 13 (+1)

Proficiency +2
Maneuver DC 13
Saving Throws Dex +3, Con +5, Wis +2, Cha +3
Skills Insight +2, Intimidation +3, Perception +2
Damage Resistances acid, radiant
Damage Immunities fire
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Draconic
Smell Metal. The dragon can locate by scent coins and ores within 100 feet.

Actions
Bite.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d10+3) piercing damage.
Sandblast Breath (Recharge 5-6). The dragon exhales a blast of burning sand in a 30-foot cone. Each creature in that area must make DC 13 Constitution saving throw, taking 9 (2d8) fire damage and 9 (2d8) slashing damage on a failed save or half damage on a success.
 
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Faolyn

(she/her)
Our first actually ferrous ferrous dragon! The cobalt dragon is the “most diabolical breed” of ferrous dragon, but their description reads as more devious 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 also 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.

1670363250941.png

Art by James Zhang

Cobalt Dragon (Ferrous)
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.

Forest-Dwellers. 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 overtly 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.

Family Dragons. 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.

Trapmasters. 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.

Electromagnetic. 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.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Known to be both viciously cruel and terribly charming at the same time, cobalt dragons live in the deepest of forests.

DC 15. A cobalt dragon’s breath weapon is pure electromagnetism and is more dangerous to beings in metal armor. They are also excellent trapsmiths.

DC 20. 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.

Monster Encounters
Terrain:
forest, jungle

CR 5-10 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
Treasure: 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), dust of disappearance, shoulder dragon brooch, tailored suit of armor

CR 11-16 young cobalt dragon with 1d4+2 faerie dragons or harpies; young cobalt dragon with 2-3 centaurs or ettercaps; adult cobalt dragon
Treasure: 750 gp, 2,250 sp, 6 amethysts (100 gp each), pearl earrings (750 gp), half plate armor embossed with gold-leaf dragons (750 gp), helm of telepathy, philter of love, potion of climbing, quiver of the hunt

CR 17-22 adult cobalt dragon with 2-3 dragon cultists or druids; adult cobalt dragon with 1-2 werewolves
Treasure: 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), elemental gem (emerald), handy haversack, necklace of hunger, potions of animal friendship and water breathing

CR 23-30 ancient cobalt dragon with warrior band and fey knight; ancient cobalt dragon with troll or corrupted unicorn
Treasure: 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), candle of invocation, charcoal stick of aversion, figurine of wondrous power (obsidian steed), instant fortress, sovereign glue

CR 31+ cobalt great wyrm; ancient cobalt dragon with 3 green coven hags
Treasure: 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, +2 arrows, eye of elsewhere, mace of disruption, potions of flying and storm giant strength, +3 tower shield

Signs
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.

Behavior
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.

Cobalt Dragon Lair Features
A cobalt dragon’s lair will have numerous traps. The constructed traps in Dungeon Delver’s Guide 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.

Names
Bizmazuul, Blueblood, Coenzalmin, Stormfang, Viorekara

Variant: Cobalt Dragon Spellcasters
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.

Young (save DC 13): 3/day each: entangle, major image
Adult (save DC 15): 3/day each: mirror image, programmed illusion
Ancient (save DC 18): 1/day each: creation, plant growth
Great Wyrm (save DC 18): 1/day: phantasmal killer

Ancient Cobalt Dragon
Legendary gargantuan dragon

Challenge 23 (50,000 XP)
AC 21 (natural armor)
HP 396 (24d20+168; bloodied 198)
Speed 40 ft., fly 80 ft.

STR 25 (+8) DEX 10 (+0) CON 23 (+6)
INT 18 (+4) WIS 17 (+3) CHA 18 (+4)

Proficiency +7
Maneuver DC 23
Saving Throws Dex +7, Con +13, Wis +10, Cha +11
Skills Deception +11, Engineering +11 (+1d6), Perception +10 (+1d6), Persuasion +11, Stealth +7
Damage Resistances poison
Damage Immunities force, lightning
Condition Immunities poison
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, three more
Adhere (While Bloodied). The first time each turn a creature hits the dragon with a melee attack made by a metal weapon
Forest-Walker. The dragon isn’t hindered by natural difficult terrain in a forested area.
Legendary Resistance (3/Day). 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.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of a bite attack, it can use Push/Pull.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10+8) piercing damage plus 9 (2d8) lightning damage.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8+8) bludgeoning damage.
Electromagnetic Breath (Recharge 5-6). 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.
Push/Pull. 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.
Inspiring Call. 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.

Reactions
Sacrifice Minion.
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.
Tail Attack. 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.

Legendary Actions
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.

Inspiring Call. The dragon uses Inspiring Call.
Roar. 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.
Wing Attack. 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.

Ancient Cobalt Dragon Variant: Cobalt Great Wyrm
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:

Force of Nature. 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:

Elite Recovery. 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.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Magnetic Surge (Costs 2 Actions). The dragon recharges its breath weapon.
Pulse (Costs 3 Actions). 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.

*

Adult Cobalt Dragon
Legendary Huge dragon

Challenge 16 (15,000 XP)
AC 19 (natural armor)
HP 252 (24d12+96; bloodied 126)
Speed 40 ft., fly 80 ft.

STR 21 (+6) DEX 10 (+0) CON 19 (+4)
INT 16 (+3) WIS 15 (+2) CHA 17 (+3)

Proficiency +5
Maneuver DC 21
Saving Throws Dex +5, Con +9, Wis +7, Cha +8
Skills Deception +8, Engineering +8 (+1d6), Perception +7 (+1d6), Persuasion +8, Stealth +5
Damage Resistances poison
Damage Immunities force, lightning
Condition Immunities poison
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic, two more
Adhere (While Bloodied). The first time each turn a creature hits the dragon with a melee attack made by a metal weapon
Forest-Walker. The dragon isn’t hindered by natural difficult terrain in a forested area.
Legendary Resistance (3/Day). 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.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of a bite attack, it can use Push/Pull.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage plus 9 (2d8) lightning damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 155 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.
Electromagnetic Breath (Recharge 5-6). 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.
Push/Pull. 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.
Inspiring Call. 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.

Reactions
Sacrifice Minion.
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.
Tail Attack. 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.

Legendary Actions
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.

Inspiring Call. The dragon uses Inspiring Call.
Roar. 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.
Wing Attack. 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.

*

Young Cobalt Dragon
Large dragon

Challenge 10 (5,900 XP)
AC 17 (natural armor)
HP 170 (20d10+60; bloodied 85)
Speed 40 ft., fly 80 ft.

STR 19 (+4) DEX 10 (+0) CON 17 (+3)
INT 15 (+2) WIS 13 (+1) CHA 15 (+2)

Proficiency +4
Maneuver DC 16
Saving Throws Dex +5, Con +9, Wis +7, Cha +8
Skills Deception +6, Engineering +6 (+1d6), Perception +5 (+1d6), Persuasion +6, Stealth +4
Damage Resistances poison
Damage Immunities force, lightning
Condition Immunities poison
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic
Adhere (While Bloodied). The first time each turn a creature hits the dragon with a melee attack made by a metal weapon
Forest-Walker. The dragon isn’t hindered by natural difficult terrain in a forested area.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) piercing damage plus 4 (1d8) lightning damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) slashing damage.
Electromagnetic Breath (Recharge 5-6). 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.

*

Cobalt Dragon Wyrmling
Medium dragon

Challenge 4 (1,100 XP)
AC 14 (natural armor)
HP 71 (11d8+22; bloodied 35)
Speed 40 ft., fly 80 ft.

STR 15 (+2) DEX 10 (+0) CON 14 (+2)
INT 15 (+2) WIS 13 (+1) CHA 15 (+2)

Proficiency +2
Maneuver DC 12
Saving Throws Dex +5, Con +4, Wis +3, Cha +4
Skills Deception +4, Engineering +4, Perception +3, Stealth +2
Damage Resistances poison
Damage Immunities force, lightning
Condition Immunities poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages Draconic
Adhere (While Bloodied). The first time each turn a creature hits the dragon with a melee attack made by a metal weapon
Forest-Walker. The dragon isn’t hindered by natural difficult terrain in a forested area.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.

Actions
Bite.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) piercing damage.
Electromagnetic Breath (Recharge 5-6). 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.
 




Faolyn

(she/her)
The nickel dragons were the most tenacious and vicious ferrous dragon, the tungsten dragon was the most good, and the cobalt dragon, the most diabolical. And now, the chromium (chrome) dragon, the greediest and most evil of the ferrous dragons. But I guess they’re not vicious or diabolical, just evil. Chromium was discovered in the late 1790s, probably also making them the most anachronistic dragon. Actual chromium is a blue-white metal, can be used to make yellow (“school bus yellow”) and green pigments, and is part of what makes rubies and emeralds red and green. Which is why the chromium dragon is has the pure mirror finish we think of when we think of chrome. They’re a very late 80s/early 90s sort of dragon.

Oh, I forgot to mention it before: this issue is also Dragon Mag’s 15th anniversary issue—June 1991.

So anyway, chrome dragons are evil because they love torturing their prey and kill for fun, not just to eat. They’re basically bigger, smarter, and tougher white dragons (arctic habitat, cold breath and immunity, the works). The article says they “dominate” white dragons, so perhaps they enslave white dragons, or keep them as pets. That’s about as much domination as I want in my games, at least.

1670542320525.png

Art by James Zhang. BTW I didn't cut off the dragon's snoot there on the right--the picture was poorly laid out.

Chromium (Chrome) Dragon (Ferrous)
The Dragon's Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356
Created by Jason M. Walker, Kevin Baase, and Eric Jansing

Chromium dragons are matched only by red dragons in their greed and lust for treasure. They are similar in appearance to silver dragons but have a line of spikes and mane of shining quill-like horns instead of a frill down their necks and backs. Upon hatching, a chrome dragon’s scales look like tarnished silver, but as the dragon ages, its scales lighten and brighten until they look like the purist silver. Upon reaching adulthood, the dragon’s scales begin to grow shinier until they become as reflective as a mirror. Their eyes, however, remain pure black their entire lives. Chromium dragons have two breath weapons. The first is a line of disgorged chunks of ice that are as hard as they are cold. The second is a blast of air that is so cold it freezes victims in their tracks.

Cat and Mouse. Chrome dragons enjoy watching other creatures writhe in pain and will play with their victims. When attacking, they take to the air immediately, then hide in the clouds or let the sun bounce off their shining hides to blind and disorient their foes. They like to let their prey almost get away before pouncing. They also like to pose as silver dragons, “helping” travelers until it’s too late and enjoying the shock of betrayal they cause.

Collector of Minions. Dwellers of the most frigid places, chrome dragons keep their hordes in areas inaccessible to most creatures, but they are always afraid that it will be discovered and stolen. As a result, whenever they see a stranger, they carefully watch it to determine its strengths and weaknesses, then attack. Their goal is to either destroy possible thieves immediately or to enslave them. Chrome dragons like to keep many servitors around, and they love little more than crushing a slave’s willpower through torture and cruel mind games. They rarely use these servitors in serious battle, at most using them as a distraction while they escape from adventurers that are unexpectedly powerful.

They especially like enslaving other dragons. While the dragons they meet most often—silver and white dragons—are immune to their cold breath, they aren’t immune to the crushing ice that comes with it. Should a chrome dragon find a wyrmling or young dragon, they will usually try to capture it and raise it as a slave, or better yet, find some way to turn the silver or white dragon against their own kind.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Chromium, or chrome dragons, live in the arctic. They can exhale chunks of crushing ice or gales of numbingly-cold air.

DC 15. Chrome dragons are notoriously greedy and egotistical. They refuse to let anyone get the better of them and love tormenting anyone who thinks that they’re as worthwhile as the dragon.

DC 20. Many chrome dragons have armies of disposable minions at their command who are far too afraid of the dragon to try to escape. The most powerful of these dragons can transform a person into an icy statue, and their lairs are often surrounded by their petrified minions who dared to try to stand up to the dragon.

Monster Encounters
Terrain:
Arctic; caverns, ice plains

CR 5-10 chrome dragon wyrmling with 1d6+2 dragonbound warriors, kobold dragon servitors, or ice mephits
Treasure: 80 pp, 800 gp, 500 sp, 7 jaspers (50 gp each), 3 masterwork fur cloaks (25 gp each), air charm, +1 leather brigandine, potions of greater healing and clairvoyance

CR 11-16 young chrome dragon with 2-3 cave ogres or giant elks; young chrome dragon with 2 winter wolves
Treasure: 790 pp, 6 ambers (100 gp each), 3 aquamarines (500 gp each), 7 jets (100 gp each), +2 cloth brigandine armor, dagger of venom, potions of climbing and resistance, ring of x-ray vision; survivor’s cloak

CR 17-22 adult chrome dragon; adult chrome dragon with 2 abominable snowmen
Treasure: 600 pp, 3,300 gp, black pearl nose ring (750 gp), emerald (1,000 gp), 4 sapphires (1,000 gp each), masterwork play written by one of the dragon’s captives, a long-lost famed playwright (2,500 gp), marble of direction, restorative ointment, schooled weapon (bastard sword of Razor’s Edge)

CR 23-30 ancient chrome dragon; adult chrome dragon with winter hag; adult chrome dragon with 1-2 werebears
Treasure: 1,400 pp, 6,000 gp, 4 opals (1,000 gp each) diamond (5,000 gp), engraved platinum orb (2,500 gp), gem-studded gold goblet (2,500 gp), silver and topaz crown (2,500 gp), bag of beans, figurine of wondrous power (ivory goats), potion of invisibility, spell scroll of arcane eye

CR 31+ chrome great wyrm; ancient chrome dragon with frost giant or young white dragon
Treasure: 3,000 pp, 5,250 gp, 9 jacinth (5,000 gp), gold idol of an human god (2,500 gp), ruby and platinum ring (7,500 gp), +2 greatsword with gem-studded hilt once used by a famed king, sapphire earrings (2,500 gp), ioun stone (greater absorption), mace of smiting, marvelous pigmnets, potion of storm giant strength, spell scrolls of greater invisibility, mislead, and teleportation circle.

Signs
1. Statues made of ice surround the dragon’s lair. These are actually petrified creatures.
2. Blinding snowstorms.
3. Fanciful pillars and shapes made of transparent ice.
4. Icy air so cold it burns.
5. Bloodstains and the remains of a creature on the ice; it’s clear it was killed here but there are no tracks but the creature’s own.
6. Blindingly bright light reflected off the snow.

Behavior
1. Enraged; will attack on sight.
2. Flying overhead.
3. In battle with another arctic-dwelling dragon.
4. Sleeping on the treasure in its lair.
5. Devouring a corpse.
6. Tormenting its captives.

Chromium Dragon Lair Features
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. Any creature that dies in the lair turns into an ice sculpture and will melt into water if the temperature rises above freezing. Any effect that reverses petrifaction will reverse this effect as well.
2. If the dragon makes a tail attack against the lair’s wall, a tremendous icicle falls, striking a creature within 30 feet of the dragon unless it succeeds on a Dexterity saving throw. On a failure, the creature takes 11 (2d10) piercing damage and is pinned to the ground and restrained. It can use its action to make an Athletics check to escape, but on a failure, it takes an additional 5 (1d10) piercing damage. If the dragon uses this ability more than three times each day, the lair begins to collapse.
3. All floors are slippery ice. Anyone moving more than half their speed in a single turn must make a Dexterity saving throw or fall prone, ending their movement.
4. The air in the dragon’s lair is dangerously cold. On first entering the lair and every hour afterwards, a creature without cold resistance or immunity must make a Constitution saving throw, taking a level of fatigue on a failure.

Names
Hymyss, Icemirror, Luster, Nerdarem, Xylreorth

Variant: Chromium Dragon Spellcasters
Some chrome 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.

Young (save DC 13): 3/day each: mirror image, shape stone (shapes snow and ice instead of stone)
Adult (save DC 15): 3/day each: daylight, ice storm,
Ancient (save DC 18): 1/day each: control weather, wall of ice
Great Wyrm (save DC 18): 1/day: flesh to stone (transmutes target to ice)

Ancient Chromium Dragon
Legendary gargantuan dragon

Challenge 23 (50,000 XP)
AC 22 (natural armor)
HP 388 (21d20+168; bloodied 194)
Speed 40 ft., burrow 40 ft., fly 80 ft.

STR 28 (+9) DEX 12 (+1) CON 26 (+8)
INT 17 (+3) WIS 15 (+2) CHA 22 (+6)

Proficiency +7
Maneuver DC 24
Saving Throws Dex +8, Con +15, Wis +9, Cha +13
Skills Perception +9 (+1d6), Stealth +8
Damage Immunities cold
Condition Immunities blinded
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22
Languages Common, Draconic, two more
Blinding Hide. If the dragon takes radiant damage, each creature within 60 feet of the dragon must succeed on a DC 23 Constitution saving throw or be blinded until the end of its next turn.
Ice Walk. The dragon’s movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms, and it doesn’t leave tracks on snow or ice.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales turn into ice crystals, easily broken with a blow from a weapon. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.

Actions
Multiattack.
The dragon attacks with its bite and claws. In place of its bite, it can use Spit Ice.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) piercing damage plus 9 (2d8) cold damage
Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (3d8+9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (2d8+9) bludgeoning damage and the dragon pushes the target 10 feet away.
Spit Ice. The dragon targets a creature within 60 feet. The target must make a DC 23 Constitution saving throw or take 11 (2d10) bludgeoning damage and 11 (2d10) cold damage on a failed save, or half as much on a successful one. On a failure, the creature is also knocked prone.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Icicle Breath. The dragon exhales chunks of solid ice in a 10-foot wide, 90-foot long line. Each creature in that area must make a DC 23 Dexterity saving throw, taking 42 (12d6) bludgeoning damage and 42 (12d6) cold damage on a failed save, or half as much damage on a successful one.
• Numbing Breath. The dragon exhales freezing ice crystals in a 90-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw or be slowed for 1 minute on a failed save or until the end of its next turn on a success. A creature that is resistant to cold damage has advantage on this save, and a creature that is immune to cold damage automatically succeeds. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions
Tail Attack.
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.

Legendary Actions
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.

Roar. 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.
Wing Attack. 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.
Snowstorm (Costs 3 Actions). The dragon beats its wings and snow and ice crystals spring up around the dragon in a 15-foot radius. The area is heavily obscured difficult terrain. A creature that starts its turn in the snowstorm must make a DC 23 Constitution saving throw, taking 11 (2dd10) cold damage on a failure. The snowstorm lasts until the start of the dragon’s next turn.

Ancient Chrome Dragon Variant: Chrome Great Wyrm
The dragon is an elite monster, equivalent to two CR 23 monsters (100,000 XP). It has 776 (42d20+336; bloodied 388) hit points and the following trait:

Snowblind. When the dragon is first bloodied, it immediately recharges its breath weapon, if it’s not already available. Additionally, the damage from the dragon’s Snowstorm is doubled and if the dragon is in bright light, its mirrored hide glows with utter brilliance. All creatures within 30 feet of the dragon that can see it have disadvantage on weapon attack rolls made until the end of the dragon’s next turn. A creature with blindsight or true sight is not affected.

The dragon has the following legendary actions which it can only use while bloodied:

Elite Recovery. 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.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Squall (Costs 2 Actions). The dragon recharges its breath weapon.
Iceball (Costs 3 Actions). The dragon spits solid ice 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. On a failed save, the creature is knocked prone and buried under the ice, and must use all of its movement to stand up.

*

Adult Chromium Dragon
Legendary huge dragon

Challenge 17 (18,000 XP)
AC 20 (natural armor)
HP 275 (22d12+132; bloodied 137)
Speed 40 ft., burrow 30 ft., fly 80 ft.

STR 24 (+7) DEX 12 (+1) CON 22 (+6)
INT 15 (+2) WIS 13 (+1) CHA 19 (+4)

Proficiency +6
Maneuver DC 21
Saving Throws Dex +7, Con +12, Wis +7, Cha +10
Skills Perception +7 (+1d6), Stealth +7
Damage Immunities cold
Condition Immunities blinded
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 20
Languages Common, Draconic, one more
Blinding Hide. If the dragon takes radiant damage, each creature within 60 feet of the dragon must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.
Ice Walk. The dragon’s movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms, and it doesn’t leave tracks on snow or ice.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales turn into ice crystals, easily broken with a blow from a weapon. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.

Actions
Multiattack.
The dragon attacks with its bite and claws. In place of its bite, it can use Spit Ice.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10+7) piercing damage plus 4 (1d8) cold damage
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8+7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (2d8+7) bludgeoning damage and the dragon pushes the target 10 feet away.
Spit Ice. The dragon targets a creature within 60 feet. The target must make a DC 20 Constitution saving throw or take 11 (2d10) bludgeoning damage and 5 (1d10) cold damage on a failed save, or half as much on a successful one. On a failure, the creature is also knocked prone.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Icicle Breath. The dragon exhales chunks of solid ice in a 5-foot wide, 60-foot long line. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
• Numbing Breath. The dragon exhales freezing ice crystals in a 60-foot cone. Each creature in that area must succeed on a DC 20 Strength saving throw or be slowed for 1 minute on a failed save or until the end of its next turn on a success. A creature that is resistant to cold damage has advantage on this save, and a creature that is immune to cold damage automatically succeeds. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions
Tail Attack.
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.

Legendary Actions
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.

Roar. 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 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet must make a DC 20 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.
Snowstorm (Costs 3 Actions). The dragon beats its wings and snow and ice crystals spring up around the dragon in a 15-foot radius. The area is heavily obscured difficult terrain. A creature that starts its turn in the snowstorm must make a DC 20 Constitution saving throw, taking 11 (2dd10) cold damage on a failure. The snowstorm lasts until the start of the dragon’s next turn.

*

Young Chromium Dragon
Large dragon

Challenge 9 (5,000 XP)
AC 18 (natural armor)
HP 142 (15d10+60; bloodied 71)
Speed 40 ft., burrow 20 ft., fly 80 ft.

STR 20 (+5) DEX 12 (+1) CON 18 (+4)
INT 13 (+1) WIS 11 (+0) CHA 16 (+3)

Proficiency +4
Maneuver DC 17
Saving Throws Dex +5, Con +8, Wis +4, Cha +7
Skills Perception +4 (+1d6), Stealth +5
Damage Immunities cold
Condition Immunities blinded
Senses blindsight 30 ft., darkvision 120 ft., tremorsense 30 ft., passive Perception 17
Languages Common, Draconic, one more
Blinding Hide. If the dragon takes radiant damage, each creature within 60 feet of the dragon must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Ice Walk. The dragon’s movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms, and it doesn’t leave tracks on snow or ice.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.

Actions
Multiattack.
The dragon attacks with its bite and claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) piercing damage plus 4 (1d8) cold damage
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Icicle Breath. The dragon exhales chunks of solid ice in a 5-foot wide, 30-foot long line. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
• Numbing Breath. The dragon exhales freezing ice crystals in a 30-foot cone. Each creature in that area must succeed on a DC 16 Strength saving throw or be slowed for 1 minute on a failed save or until the end of its next turn on a success. A creature that is resistant to cold damage has advantage on this save, and a creature that is immune to cold damage automatically succeeds. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

*

Chromium Dragon Wyrmling
Medium dragon

Challenge 4 (1,800 XP)
AC 16 (natural armor)
HP 75 (10d8+30; bloodied 37)
Speed 30 ft., burrow 15 ft., fly 60 ft.

STR 17 (+3) DEX 12 (+1) CON 16 (+3)
INT 11 (+0) WIS 10 (+0) CHA 14 (+2)

Proficiency +2
Maneuver DC 17
Saving Throws Dex +3, Con +5, Wis +2, Cha +4
Skills Perception +2, Stealth +3
Damage Immunities cold
Condition Immunities blinded
Senses blindsight 10 ft., darkvision 60 ft., tremorsense 30 ft., passive Perception 12
Languages Common, Draconic, one more
Ice Walk. The dragon’s movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms, and it doesn’t leave tracks on snow or ice.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.

Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 19 (3d10+4) piercing damage plus 3 (1d6) cold damage
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Icicle Breath. The dragon exhales chunks of solid ice in a 5-foot wide, 15-foot long line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.
• Numbing Breath. The dragon exhales freezing ice crystals in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or be slowed for 1 minute on a failed save or until the end of its next turn on a success. A creature that is resistant to cold damage has advantage on this save, and a creature that is immune to cold damage automatically succeeds. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
 


Faolyn

(she/her)
Here’s the last of the ferrous dragons: the iron dragon. Unlike other ferrous dragons, or indeed, unlike most dragons that aren’t metallic, iron dragons are shapeshifters and has two quite different breath weapons (as opposed to the chrome dragons, who basically had cold breath 1 and cold breath 2). They're the biggest and toughest of the ferrous dragons--definite rivals to reds and golds--and they believe that dragons are the rightful rulers of the world. But they also believe that they need to fully understand humanoids before they take over. Is it because they subscribe to Know Thy Enemy, or because they want to have thorough history books that "accurately" describe how barbaric the world used to be before they took over and brought draconic peace? Up to you guys.

After this, it's back to regular monsters for a while.

1670796110079.png

Art by James Zhang

Iron Dragon (Ferrous)
The Dragon’s Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356
Created by Jason M. Walker, Kevin Baase, and Eric Jansing

Iron dragons are among the most powerful of all dragons and are certainly the most powerful ferrous dragon. There are sturdily built, with short limbs and wide wings, and a heavy, shovel-shaped head. They have large plates, almost like shark fins or axe blades, on their heads and running down their necks and backs. When first hatched, their scales are matte black, but as they age, they become shinier and more metallic. The gleam turns into silver highlights until eventually the dragon’s scales look like moonlight reflecting on a rippling pool. Ancient iron dragons begin to get dark reddish splotches and streaks on their wings, as if they were rusting. As they age, their pupils fade until they look like glowing orange pools of molten metal.

Iron dragons are represent the strength and durability of iron and are immovably stubborn. Once an iron dragon makes up its mind, very little, besides the most strongly compelling evidence, will change it.

Knowledge-Seekers. Much like metallic dragons, iron dragons are shapeshifters. In humanoid form, they often take the form of scholar-knights—traveling warriors and sages. They travel more than nearly any other type of dragon, seeking to learn more about humanoid cultures. While this is partially to fill their insatiable curiosity, their travels have another purpose: iron dragons believe that dragons (of any and all breeds) are supposed to be the true rulers of the world, and also that they need to learn more about the world and the power and lifestyle of humanoids in order for dragons to be able to take their rightful place as rulers. A humanoid or other intelligent creature that enters an iron dragon’s lair is usually captured rather than killed, so that the dragon can interrogate it and learn what it knows. It may let the humanoid go afterwards, or it may eat it, depending on how useful the humanoid was, how it treated the dragon (they aren’t above letting people flatter them), and how hungry the dragon is.

Mountains and Mines. Iron dragons enjoy eating raw iron and prefer it to any other form of food. They scrape what ore they can out of their mountain and underground lairs, and are fiercely competitive with dwarfs and other mining creatures. They are content to bully them miners of their iron ore rather than kill them and take it from their corpses.

Iron dragons and red dragons nearly always attack each other on sight. Iron dragons usually get the best of these fights. The two breeds are matched evenly in physical combat, but iron dragons are immune to the red dragons’ breath weapon, while the super-heated sparks that make up the irons’ breath are both fire and lightning, and red dragons are not invulnerable to lightning.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Iron dragons are creatures of both fire and lightning and breathe spark-filled flame. The most powerful of them can turn a person into an iron statue with but a glance.

DC 15. While iron dragons lair in mountains, they are rarely found there. They prefer to travel in a humanoid guise and learn about other cultures.

DC 20. These dragons believe that all dragons are naturally superior to all other creatures and deserve to be the true rulers of the world.

Monster Encounters
Terrain:
hill, mountains

CR 5-10 iron dragon wyrmling with minstrel; 2 iron dragon wyrmlings
Treasure: 5,000 sp, bloodstone (50 gp), map of a distant land (100 gp), bag of holding, eyes of charming, scrolls of animate dead and nondetection

CR 11-16 young iron dragon; young iron dragon with knight, priest, or mountain dwarf defender
Treasure: 200 gp, 800 ep, 4,000 sp, amber (100 gp), emerald (1,000 gp), book which leads to the discovery of a rare 2nd-level spell, masterpiece portrait of a long-dead queen, potion of animal friendship, spells scrolls of rope trick and water breathing

CR 17-22 adult iron dragon; adult iron dragon with knight or priest
Treasure: 700 pp, 5,000 gp, 3 emeralds (1,000 gp), yellow sapphire earrings (2,500 gp), gem-studded gold goblet that once belonged to a dwarf king (2,500), gold idol of a god of history (2,500 gp), +2 bastard sword, brazier of commanding fire elementals, 2 potions of greater healing, spell scroll of geas

CR 23-30 ancient iron dragon; adult iron dragon with flame-spitting statue; adult iron dragon with stone colossus
Treasure: 1,100 pp, 8,000 gp, diamond (5,000 gp), jacinth (5,000 gp), deed to a local fort, tome of magical theory which leads to the discovery of a rare 5th-level spell, chess set made from crystal and gold (7,500 gp), vial of purple worm poison, +3 breastplate, cloak of the bat, figurine of wondrous power (onyx dog), marvelous pigments

CR 31+ iron great wyrm; ancient iron dragon with iron guardian or 2 shield guardians
Treasure: 1,750 pp, 9,000 gp, 7 diamonds (5,000 gp each), ancient history tome stolen ages ago from the royal elven library (7,500 gp), gem-studded gold crown (7,500 gp), tome of magical theory that leads to the discovery of a rare 6th-level spell, how to make fiends and influence people, 2 liquid lucks, potion of speed, scrap of forbidden text,

Signs
1. Compass needles swing wildly.
2. Huge chunks of a stone wall have been torn out; with a DC 15 Intelligence check, someone knowledgeable in mining or metallurgy will realize that the stone had once had a vein or iron or in it.
3. Locals tell of a mysterious figure who watches them but never speaks to anyone.
4. Extremely rich veins of pure iron.
5. Miners delivering tribute.
6. A chunk of iron. With a DC 15 Engineering or Nature check: it’s actually a scale.

Behavior
1. In humanoid form, interviewing people in a village in order to write an ethnography.
2. Approaches the party; demands to interview them.
3.Watching from a distance; gathering information.
4. Subtly manipulating a major event (a war or peace talks) so that one side comes out ahead.
5. Angered; will attack on sight.
6. Traveling; uninterested in talking to anyone and will attack if bothered.

Iron Dragon Lair Features
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. The lair is filled with thick smoke, like the air in a forge, which lightly obscures the entire lair. The dragon’s vision is not hindered by the smoke.
2. The walls of the dragon’s lair are jagged stone. Any time the dragon hits a creature within 5 feet of a wall with a tail attack, the creature takes an additional 5 (1d10) piercing damage.
3. The air in the dragon’s lair is filled with burning cinders. On first entering the lair and every hour thereafter, a creature without fire resistance or immunity must make a Constitution saving throw, gaining a level of fatigue on a failure.
4. The lair is home to guardian statues with magic mouths on them that ask riddles or demand information. Creatures who don’t answer are attacked.

Names
Dialiolth, Isambard, Pyrite, Qaashild, Silvershale

Variant: Chromium Dragon Spellcasters
Some chrome 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.

Young (save DC 13): 3/day each: heat metal, stone shape
Adult (save DC 15): 3/day each: detect thoughts, wall of fire
Ancient (save DC 18): 1/day each: legend lore, wall of stone
Great Wyrm (save DC 18): 1/day: meteor storm

Ancient Iron Dragon
Legendary Gargantuan Dragon

Challenge 26 (90,000 XP)
AC 22 (natural armor)
HP 448 (23d20+207; bloodied 224)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR 30 (+10) DEX 14 (+2) CON 28 (+9)
INT 19 (+4) WIS 19 (+4) CHA 21 (+5)

Proficiency +8
Maneuver DC 26
Saving Throws Dex +10, Con +17, Wis +12, Cha +13
Skills Culture +12 (+ 1d6), Deception +13, History +12 (+1d6), Perception +12 (+1d6), Persuasion +13, Stealth +12
Damage Immunities fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, three more
Dull Blade. A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales rust and flake away. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.
Spark. A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 14 (4d6) lightning damage.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Slag.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10+10) piercing damage plus 9 (2d8) fire damage.
Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8+10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8+10) bludgeoning damage, and the dragon pushes the target 10 feet away.
Bastard Sword (Humanoid Form Only). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) if wielded in two hands.
Spit Slag. The dragon targets one creature within 60 feet, forcing it to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Molten iron pools in a 5-foot square occupied by the creature and remains hot for 1 round. The creature takes 22 (4d10) fire damage. If it is still in that space at the start of its next turn, it is grappled (escape DC 26).
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Iron Sparks. The dragon exhales super-heated sparks of electricity in a 90-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 40 (9d8) fire damage and 40 (9d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 9 (2d8) ongoing fire damage. A creature can use an action to end the ongoing damage.
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in the area must make a DC 25 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.
Change Shape. The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or born by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Spit Slag, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can only attack with its bastard sword.

Reactions
Parrying (Humanoid Form Only).
If the dragon is wielding a melee weapon and can see its attacker, it adds 8 to its AC against one melee attack that would hit it.
Tail Attack. 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.

Legendary Actions
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.

Analyze. The dragon evaluates one creature it can see within 60 feet of it. It learns the creature’s culture and national origin (if any), its class, resistances, immunities, and vulnerabilities. The creature’s next attack roll against the dragon is made with disadvantage.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 25 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 26 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.

Ancient Iron Dragon Variant: Iron Great Wyrm
The iron great wyrm is an elite monster, equivalent to two CR 26 monsters (180,000 XP). It has 896 (46d20+414; bloodied 448) hit points. It has the following trait:

Solid Iron (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon and its scales begin to glow red-hot. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 10 (3d6) fire damage.

The dragon has the following additional legendary actions, which it can only use while bloodied:

Elite Recovery. 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 it is unconscious or incapacitated.
Mortal Terror (Gaze). A creature within 120 feet must make a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Dragon Breath (Costs 2 Actions). The dragon uses its breath weapon.
Flesh to Iron (1/Day; Gaze). The dragon targets a creature within 90 feet. If the creature can see the dragon’s eyes, it must make a DC 25 Constitution saving throw. If it rolls a natural 1 on the save, it is petrified and turned into a statue made of iron. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature must repeat the save at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrifaction can be removed with greater restoration or similar powerful magic.

*

Adult Iron Dragon
Legendary Huge Dragon

Challenge 20 (25,000 XP)
AC 20 (natural armor)
HP 310 (23d12+161; bloodied 155)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR 27 (+8) DEX 14 (+2) CON 26 (+7)
INT 17 (+3) WIS 17 (+3) CHA 18 (+4)

Proficiency +6
Maneuver DC 22
Saving Throws Dex +8, Con +13, Wis +9, Cha +10
Skills Culture +9 (+ 1d6), Deception +10, History +9 (+1d6), Perception +9 (+1d6), Persuasion +10, Stealth +8
Damage Immunities fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Common, Draconic, one more
Dull Blade. A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales rust and flake away. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest.
Smell Metal. The dragon can locate by scent coins and ores within 1,000 feet.
Spark. A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 7 (2d6) lightning damage.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Slag.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) piercing damage plus 4 (1d8) fire damage.
Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8+8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage, and the dragon pushes the target 10 feet away.
Bastard Sword (Humanoid Form Only). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) if wielded in two hands.
Spit Slag. The dragon targets one creature within 60 feet, forcing it to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Molten iron pools in a 5-foot square occupied by the creature and remains hot for 1 round. The creature takes 22 (4d10) fire damage. If it is still in that space at the start of its next turn, it is grappled (escape DC 26).
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Iron Sparks. The dragon exhales super-heated sparks of electricity in a 60-foot cone. Each creature in the area must make a DC 21 Dexterity saving throw, taking 31 (7d8) fire damage and 31 (7d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 4 (1d8) ongoing fire damage. A creature can use an action to end the ongoing damage.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in the area must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.
Change Shape. The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or born by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Spit Slag, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can only attack with its bastard sword.

Reactions
Parrying (Humanoid Form Only).
If the dragon is wielding a melee weapon and can see its attacker, it adds 6 to its AC against one melee attack that would hit it.
Tail Attack. 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.

Legendary Actions
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.

Analyze. The dragon evaluates one creature it can see within 60 feet of it. It learns the creature’s culture and national origin (if any), its class, resistances, immunities, and vulnerabilities. The creature’s next attack roll against the dragon is made with disadvantage.
Roar. 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.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 20 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.

*

Young Iron Dragon
Large Dragon

Challenge 12 (8,400 XP)
AC 20 (natural armor)
HP 195 (17d10+102; bloodied 97)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR 23 (+6) DEX 14 (+2) CON 22 (+6)
INT 15 (+2) WIS 15 (+2) CHA 16 (+3)

Proficiency +4
Maneuver DC 18
Saving Throws Dex +8, Con +13, Wis +9, Cha +10
Skills Culture +6 (+1d6), Deception +7, History +6 (+1d6), Perception +6 (+1d6), Persuasion +7, Stealth +6
Damage Immunities fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
Languages Common, Draconic
Dull Blade. A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.
Spark. A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 3 (1d6) lightning damage.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage plus 4 (1d8) fire damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Iron Sparks. The dragon exhales super-heated sparks of electricity in a 30-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 2 (1d4) ongoing fire damage. A creature can use an action to end the ongoing damage.
Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.

*

Iron Dragon Wyrmling
Medium Dragon

Challenge 4 (1,150 XP)
AC 18 (natural armor)
HP 102 (10d8+40; bloodied 51)
Speed 30 ft., climb 30 ft., fly 60 ft.

STR 19 (+4) DEX 14 (+2) CON 18 (+4)
INT 13 (+1) WIS 12 (+1) CHA 14 (+2)

Proficiency +2
Maneuver DC 14
Saving Throws Dex +4, Con +6, Wis +3, Cha +4
Skills, Deception +4, Perception +3, Persuasion +4, Stealth +4
Damage Immunities fire, lightning
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14
Languages Draconic
Dull Blade. A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.
Smell Metal. The dragon can locate by scent coins and ores within 500 feet.

Actions
Bite.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
• Iron Sparks. The dragon exhales super-heated sparks of electricity in a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 13 (3d8) fire damage and 13 (3d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 2 (1d4) ongoing fire damage. A creature can use an action to end the ongoing damage.
• Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.
 
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