Homebrew A Leveled Up Bestiary


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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.

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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.

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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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