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A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8853019" data-attributes="member: 6915329"><p>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 <strong>chromium (chrome) dragon</strong>, 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.</p><p></p><p>Oh, I forgot to mention it before: this issue is also Dragon Mag’s 15th anniversary issue—June 1991.</p><p></p><p>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.</p><p></p><p>[ATTACH=full]269173[/ATTACH]</p><p><span style="font-size: 15px">Art by James Zhang. BTW I didn't cut off the dragon's snoot there on the right--the picture was poorly laid out.</span></p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Chromium (Chrome) Dragon (Ferrous)</span></span></strong></p><p>The Dragon's Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356</p><p>Created by Jason M. Walker, Kevin Baase, and Eric Jansing</p><p></p><p>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.</p><p></p><p><strong><em>Cat and Mouse.</em></strong> 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.</p><p></p><p><strong><em>Collector of Minions.</em></strong> 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.</p><p></p><p>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.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or History check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Chromium, or chrome dragons, live in the arctic. They can exhale chunks of crushing ice or gales of numbingly-cold air.</p><p></p><p><strong>DC 15.</strong> 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.</p><p></p><p><strong>DC 20.</strong> 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.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Arctic; caverns, ice plains</p><p></p><p><strong>CR 5-10 </strong>chrome dragon wyrmling with 1d6+2 dragonbound warriors, kobold dragon servitors, or ice mephits</p><p><strong><em>Treasure:</em></strong> 80 pp, 800 gp, 500 sp, 7 jaspers (50 gp each), 3 masterwork fur cloaks (25 gp each), <em>air charm, +1 leather brigandine, potions of greater healing </em>and<em> clairvoyance</em></p><p></p><p><strong>CR 11-16</strong> young chrome dragon with 2-3 cave ogres or giant elks; young chrome dragon with 2 winter wolves</p><p><strong><em>Treasure:</em></strong> 790 pp, 6 ambers (100 gp each), 3 aquamarines (500 gp each), 7 jets (100 gp each), <em>+2 cloth brigandine armor, dagger of venom, potions of climbing </em>and <em>resistance, ring of x-ray vision; survivor’s cloak</em></p><p></p><p><strong>CR 17-22</strong> adult chrome dragon; adult chrome dragon with 2 abominable snowmen</p><p><strong><em>Treasure:</em></strong> 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), <em>marble of direction, restorative ointment, schooled weapon (bastard sword of Razor’s Edge)</em></p><p></p><p><strong>CR 23-30</strong> ancient chrome dragon; adult chrome dragon with winter hag; adult chrome dragon with 1-2 werebears</p><p><strong><em>Treasure:</em></strong> 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), <em>bag of beans,</em> <em>figurine of wondrous power (ivory goats), potion of invisibility, spell scroll of arcane eye</em></p><p></p><p><strong>CR 31+</strong> chrome great wyrm; ancient chrome dragon with frost giant or young white dragon</p><p><strong><em>Treasure:</em></strong> 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), <em>+2 greatsword </em>with gem-studded hilt once used by a famed king, sapphire earrings (2,500 gp), <em>ioun stone (greater absorption), mace of smiting, marvelous pigmnets, potion of storm giant strength, spell scrolls of greater invisibility,</em> <em>mislead, </em>and <em>teleportation circle.</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Statues made of ice surround the dragon’s lair. These are actually petrified creatures.</p><p>2. Blinding snowstorms.</p><p>3. Fanciful pillars and shapes made of transparent ice.</p><p>4. Icy air so cold it burns.</p><p>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.</p><p>6. Blindingly bright light reflected off the snow.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Enraged; will attack on sight.</p><p>2. Flying overhead.</p><p>3. In battle with another arctic-dwelling dragon.</p><p>4. Sleeping on the treasure in its lair.</p><p>5. Devouring a corpse.</p><p>6. Tormenting its captives.</p><p></p><p><strong><span style="font-size: 18px">Chromium Dragon Lair Features</span></strong></p><p>The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features.</p><p></p><p>1. 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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Hymyss, Icemirror, Luster, Nerdarem, Xylreorth</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Chromium Dragon Spellcasters</span></span></strong></p><p>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.</p><p></p><p><strong> Young (save DC 13): 3/day each:</strong> <em>mirror image</em>, <em>shape stone </em>(shapes snow and ice instead of stone)</p><p><strong> Adult (save DC 15): 3/day each:</strong> <em>daylight, ice storm, </em></p><p><strong> Ancient (save DC 18): 1/day each:</strong><em> control weather, wall of ice</em></p><p><strong> Great Wyrm (save DC 18): 1/day:</strong> <em>flesh to stone </em>(transmutes target to ice)</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Ancient Chromium Dragon</span></span></strong></p><p><strong>Legendary gargantuan dragon</strong></p><p>Challenge 23 (50,000 XP)</p><p><strong>AC</strong> 22 (natural armor)</p><p><strong>HP</strong> 388 (21d20+168; bloodied 194)</p><p><strong>Speed</strong> 40 ft., burrow 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 28 (+9) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 26 (+8)</p><p><strong>INT</strong> 17 (+3) <strong>WIS</strong> 15 (+2) <strong>CHA</strong> 22 (+6)</p><p></p><p><strong>Proficiency</strong> +7</p><p><strong>Maneuver DC</strong> 24</p><p><strong>Saving Throws</strong> Dex +8, Con +15, Wis +9, Cha +13</p><p><strong>Skills</strong> Perception +9 (+1d6), Stealth +8</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Condition Immunities</strong> blinded</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22</p><p><strong>Languages</strong> Common, Draconic, two more</p><p><strong><em>Blinding Hide. </em></strong>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.</p><p><strong><em>Ice Walk. </em></strong>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.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales 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.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 1,000 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks with its bite and claws. In place of its bite, it can use Spit Ice.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +16 to hit, reach 15 ft., one target. <em>Hit: </em>31 (4d10+9) piercing damage plus 9 (2d8) cold damage</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit: </em>23 (3d8+9) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +16 to hit, reach 20 ft., one target. <em>Hit: </em>23 (2d8+9) bludgeoning damage and the dragon pushes the target 10 feet away.</p><p><strong><em>Spit Ice. </em></strong>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.</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong>• Icicle Breath. </strong>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.</p><p><strong>• Numbing Breath. </strong>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.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Tail Attack. </em></strong>When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon takes 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Roar.</em></strong> Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.</p><p><strong><em>Wing Attack.</em></strong> The dragon beats its wings. Each creature within 15 feet must make a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone, and the dragon can then fly up to half its speed.</p><p><strong><em>Snowstorm (Costs 3 Actions). </em></strong>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.</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(65, 168, 95)">Ancient Chrome Dragon Variant: Chrome Great Wyrm</span></span></strong></p><p>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:</p><p></p><p><strong><em>Snowblind.</em></strong> 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.</p><p></p><p>The dragon has the following legendary actions which it can only use while bloodied:</p><p></p><p><strong><em>Elite Recovery.</em></strong> The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.</p><p><strong><em>Mortal Terror (Gaze).</em></strong> A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.</p><p><strong><em>Squall (Costs 2 Actions). </em></strong>The dragon recharges its breath weapon.</p><p><strong><em>Iceball (Costs 3 Actions).</em></strong> 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.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Adult Chromium Dragon</span></span></strong></p><p><strong>Legendary huge dragon</strong></p><p>Challenge 17 (18,000 XP)</p><p><strong>AC</strong> 20 (natural armor)</p><p><strong>HP</strong> 275 (22d12+132; bloodied 137)</p><p><strong>Speed</strong> 40 ft., burrow 30 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 24 (+7) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 15 (+2) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 19 (+4)</p><p></p><p><strong>Proficiency</strong> +6</p><p><strong>Maneuver DC</strong> 21</p><p><strong>Saving Throws</strong> Dex +7, Con +12, Wis +7, Cha +10</p><p><strong>Skills</strong> Perception +7 (+1d6), Stealth +7</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Condition Immunities</strong> blinded</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 20</p><p><strong>Languages</strong> Common, Draconic, one more</p><p><strong><em>Blinding Hide. </em></strong>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.</p><p><strong><em>Ice Walk. </em></strong>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.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales 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.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 1,000 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks with its bite and claws. In place of its bite, it can use Spit Ice.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit: </em>29 (4d10+7) piercing damage plus 4 (1d8) cold damage</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit: </em>21 (3d8+7) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit: </em>21 (2d8+7) bludgeoning damage and the dragon pushes the target 10 feet away.</p><p><strong><em>Spit Ice. </em></strong>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.</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong>• Icicle Breath. </strong>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.</p><p><strong>• Numbing Breath. </strong>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.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Tail Attack. </em></strong>When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon takes 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Roar.</em></strong> Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.</p><p><strong><em>Wing Attack.</em></strong> The dragon beats its wings. Each creature within 15 feet must make a DC 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.</p><p><strong><em>Snowstorm (Costs 3 Actions). </em></strong>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.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Young Chromium Dragon</span></span></strong></p><p><strong>Large dragon</strong></p><p>Challenge 9 (5,000 XP)</p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 142 (15d10+60; bloodied 71)</p><p><strong>Speed</strong> 40 ft., burrow 20 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 13 (+1) <strong>WIS</strong> 11 (+0) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 17</p><p><strong>Saving Throws</strong> Dex +5, Con +8, Wis +4, Cha +7</p><p><strong>Skills</strong> Perception +4 (+1d6), Stealth +5</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Condition Immunities</strong> blinded</p><p><strong>Senses</strong> blindsight 30 ft., darkvision 120 ft., tremorsense 30 ft., passive Perception 17</p><p><strong>Languages</strong> Common, Draconic, one more</p><p><strong><em>Blinding Hide. </em></strong>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.</p><p><strong><em>Ice Walk. </em></strong>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.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 500 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks with its bite and claws.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit: </em>21 (3d10+5) piercing damage plus 4 (1d8) cold damage</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit: </em>14 (2d8+5) slashing damage.</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong>• Icicle Breath. </strong>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.</p><p><strong>• Numbing Breath. </strong>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.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Chromium Dragon Wyrmling</span></span></strong></p><p><strong>Medium dragon</strong></p><p>Challenge 4 (1,800 XP)</p><p><strong>AC</strong> 16 (natural armor)</p><p><strong>HP</strong> 75 (10d8+30; bloodied 37)</p><p><strong>Speed</strong> 30 ft., burrow 15 ft., fly 60 ft.</p><p></p><p><strong>STR</strong> 17 (+3) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 11 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 17</p><p><strong>Saving Throws</strong> Dex +3, Con +5, Wis +2, Cha +4</p><p><strong>Skills</strong> Perception +2, Stealth +3</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Condition Immunities</strong> blinded</p><p><strong>Senses</strong> blindsight 10 ft., darkvision 60 ft., tremorsense 30 ft., passive Perception 12</p><p><strong>Languages</strong> Common, Draconic, one more</p><p><strong><em>Ice Walk. </em></strong>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.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 500 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 10 ft., one target. <em>Hit: </em>19 (3d10+4) piercing damage plus 3 (1d6) cold damage</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong>• Icicle Breath. </strong>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.</p><p><strong>• Numbing Breath. </strong>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.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8853019, member: 6915329"] 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 [B]chromium (chrome) dragon[/B], 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. [ATTACH type="full"]269173[/ATTACH] [SIZE=4]Art by James Zhang. BTW I didn't cut off the dragon's snoot there on the right--the picture was poorly laid out.[/SIZE] [B][SIZE=7][COLOR=rgb(65, 168, 95)]Chromium (Chrome) Dragon (Ferrous)[/COLOR][/SIZE][/B] 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. [B][I]Cat and Mouse.[/I][/B] 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. [B][I]Collector of Minions.[/I][/B] 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. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or History check, the characters can learn the following: [B]DC 10.[/B] Chromium, or chrome dragons, live in the arctic. They can exhale chunks of crushing ice or gales of numbingly-cold air. [B]DC 15.[/B] 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. [B]DC 20.[/B] 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. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] Arctic; caverns, ice plains [B]CR 5-10 [/B]chrome dragon wyrmling with 1d6+2 dragonbound warriors, kobold dragon servitors, or ice mephits [B][I]Treasure:[/I][/B] 80 pp, 800 gp, 500 sp, 7 jaspers (50 gp each), 3 masterwork fur cloaks (25 gp each), [I]air charm, +1 leather brigandine, potions of greater healing [/I]and[I] clairvoyance[/I] [B]CR 11-16[/B] young chrome dragon with 2-3 cave ogres or giant elks; young chrome dragon with 2 winter wolves [B][I]Treasure:[/I][/B] 790 pp, 6 ambers (100 gp each), 3 aquamarines (500 gp each), 7 jets (100 gp each), [I]+2 cloth brigandine armor, dagger of venom, potions of climbing [/I]and [I]resistance, ring of x-ray vision; survivor’s cloak[/I] [B]CR 17-22[/B] adult chrome dragon; adult chrome dragon with 2 abominable snowmen [B][I]Treasure:[/I][/B] 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), [I]marble of direction, restorative ointment, schooled weapon (bastard sword of Razor’s Edge)[/I] [B]CR 23-30[/B] ancient chrome dragon; adult chrome dragon with winter hag; adult chrome dragon with 1-2 werebears [B][I]Treasure:[/I][/B] 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), [I]bag of beans,[/I] [I]figurine of wondrous power (ivory goats), potion of invisibility, spell scroll of arcane eye[/I] [B]CR 31+[/B] chrome great wyrm; ancient chrome dragon with frost giant or young white dragon [B][I]Treasure:[/I][/B] 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), [I]+2 greatsword [/I]with gem-studded hilt once used by a famed king, sapphire earrings (2,500 gp), [I]ioun stone (greater absorption), mace of smiting, marvelous pigmnets, potion of storm giant strength, spell scrolls of greater invisibility,[/I] [I]mislead, [/I]and [I]teleportation circle.[/I] [B][SIZE=5]Signs[/SIZE][/B] 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. [B][SIZE=5]Behavior[/SIZE][/B] 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. [B][SIZE=5]Chromium Dragon Lair Features[/SIZE][/B] The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features. 1. 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. [B][SIZE=5]Names[/SIZE][/B] Hymyss, Icemirror, Luster, Nerdarem, Xylreorth [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Chromium Dragon Spellcasters[/SIZE][/COLOR][/B] 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. [B] Young (save DC 13): 3/day each:[/B] [I]mirror image[/I], [I]shape stone [/I](shapes snow and ice instead of stone) [B] Adult (save DC 15): 3/day each:[/B] [I]daylight, ice storm, [/I] [B] Ancient (save DC 18): 1/day each:[/B][I] control weather, wall of ice[/I] [B] Great Wyrm (save DC 18): 1/day:[/B] [I]flesh to stone [/I](transmutes target to ice) [B][SIZE=7][COLOR=rgb(65, 168, 95)]Ancient Chromium Dragon[/COLOR][/SIZE] Legendary gargantuan dragon[/B] Challenge 23 (50,000 XP) [B]AC[/B] 22 (natural armor) [B]HP[/B] 388 (21d20+168; bloodied 194) [B]Speed[/B] 40 ft., burrow 40 ft., fly 80 ft. [B]STR[/B] 28 (+9) [B]DEX[/B] 12 (+1) [B]CON[/B] 26 (+8) [B]INT[/B] 17 (+3) [B]WIS[/B] 15 (+2) [B]CHA[/B] 22 (+6) [B]Proficiency[/B] +7 [B]Maneuver DC[/B] 24 [B]Saving Throws[/B] Dex +8, Con +15, Wis +9, Cha +13 [B]Skills[/B] Perception +9 (+1d6), Stealth +8 [B]Damage Immunities[/B] cold [B]Condition Immunities[/B] blinded [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22 [B]Languages[/B] Common, Draconic, two more [B][I]Blinding Hide. [/I][/B]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. [B][I]Ice Walk. [/I][/B]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. [B][I]Legendary Resistance (3/Day). [/I][/B]When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales 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. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 1,000 feet. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks with its bite and claws. In place of its bite, it can use Spit Ice. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +16 to hit, reach 15 ft., one target. [I]Hit: [/I]31 (4d10+9) piercing damage plus 9 (2d8) cold damage [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +16 to hit, reach 10 ft., one target. [I]Hit: [/I]23 (3d8+9) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +16 to hit, reach 20 ft., one target. [I]Hit: [/I]23 (2d8+9) bludgeoning damage and the dragon pushes the target 10 feet away. [B][I]Spit Ice. [/I][/B]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. [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B]• Icicle Breath. [/B]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. [B]• Numbing Breath. [/B]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. [B][U]Reactions[/U] [I]Tail Attack. [/I][/B]When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it. [B][U]Legendary Actions[/U][/B] The dragon takes 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Roar.[/I][/B] Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours. [B][I]Wing Attack.[/I][/B] The dragon beats its wings. Each creature within 15 feet must make a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone, and the dragon can then fly up to half its speed. [B][I]Snowstorm (Costs 3 Actions). [/I][/B]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. [B][SIZE=5][COLOR=rgb(65, 168, 95)]Ancient Chrome Dragon Variant: Chrome Great Wyrm[/COLOR][/SIZE][/B] 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: [B][I]Snowblind.[/I][/B] 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: [B][I]Elite Recovery.[/I][/B] The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated. [B][I]Mortal Terror (Gaze).[/I][/B] A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours. [B][I]Squall (Costs 2 Actions). [/I][/B]The dragon recharges its breath weapon. [B][I]Iceball (Costs 3 Actions).[/I][/B] 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. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Adult Chromium Dragon[/COLOR][/SIZE] Legendary huge dragon[/B] Challenge 17 (18,000 XP) [B]AC[/B] 20 (natural armor) [B]HP[/B] 275 (22d12+132; bloodied 137) [B]Speed[/B] 40 ft., burrow 30 ft., fly 80 ft. [B]STR[/B] 24 (+7) [B]DEX[/B] 12 (+1) [B]CON[/B] 22 (+6) [B]INT[/B] 15 (+2) [B]WIS[/B] 13 (+1) [B]CHA[/B] 19 (+4) [B]Proficiency[/B] +6 [B]Maneuver DC[/B] 21 [B]Saving Throws[/B] Dex +7, Con +12, Wis +7, Cha +10 [B]Skills[/B] Perception +7 (+1d6), Stealth +7 [B]Damage Immunities[/B] cold [B]Condition Immunities[/B] blinded [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 20 [B]Languages[/B] Common, Draconic, one more [B][I]Blinding Hide. [/I][/B]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. [B][I]Ice Walk. [/I][/B]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. [B][I]Legendary Resistance (3/Day). [/I][/B]When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales 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. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 1,000 feet. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks with its bite and claws. In place of its bite, it can use Spit Ice. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit: [/I]29 (4d10+7) piercing damage plus 4 (1d8) cold damage [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 5 ft., one target. [I]Hit: [/I]21 (3d8+7) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +13 to hit, reach 15 ft., one target. [I]Hit: [/I]21 (2d8+7) bludgeoning damage and the dragon pushes the target 10 feet away. [B][I]Spit Ice. [/I][/B]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. [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B]• Icicle Breath. [/B]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. [B]• Numbing Breath. [/B]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. [B][U]Reactions[/U] [I]Tail Attack. [/I][/B]When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it. [B][U]Legendary Actions[/U][/B] The dragon takes 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Roar.[/I][/B] Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours. [B][I]Wing Attack.[/I][/B] The dragon beats its wings. Each creature within 15 feet must make a DC 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. [B][I]Snowstorm (Costs 3 Actions). [/I][/B]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. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Young Chromium Dragon[/COLOR][/SIZE] Large dragon[/B] Challenge 9 (5,000 XP) [B]AC[/B] 18 (natural armor) [B]HP[/B] 142 (15d10+60; bloodied 71) [B]Speed[/B] 40 ft., burrow 20 ft., fly 80 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 12 (+1) [B]CON[/B] 18 (+4) [B]INT[/B] 13 (+1) [B]WIS[/B] 11 (+0) [B]CHA[/B] 16 (+3) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 17 [B]Saving Throws[/B] Dex +5, Con +8, Wis +4, Cha +7 [B]Skills[/B] Perception +4 (+1d6), Stealth +5 [B]Damage Immunities[/B] cold [B]Condition Immunities[/B] blinded [B]Senses[/B] blindsight 30 ft., darkvision 120 ft., tremorsense 30 ft., passive Perception 17 [B]Languages[/B] Common, Draconic, one more [B][I]Blinding Hide. [/I][/B]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. [B][I]Ice Walk. [/I][/B]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. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 500 feet. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks with its bite and claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +9 to hit, reach 10 ft., one target. [I]Hit: [/I]21 (3d10+5) piercing damage plus 4 (1d8) cold damage [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +9 to hit, reach 5 ft., one target. [I]Hit: [/I]14 (2d8+5) slashing damage. [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B]• Icicle Breath. [/B]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. [B]• Numbing Breath. [/B]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. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Chromium Dragon Wyrmling[/SIZE][/COLOR] Medium dragon[/B] Challenge 4 (1,800 XP) [B]AC[/B] 16 (natural armor) [B]HP[/B] 75 (10d8+30; bloodied 37) [B]Speed[/B] 30 ft., burrow 15 ft., fly 60 ft. [B]STR[/B] 17 (+3) [B]DEX[/B] 12 (+1) [B]CON[/B] 16 (+3) [B]INT[/B] 11 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 17 [B]Saving Throws[/B] Dex +3, Con +5, Wis +2, Cha +4 [B]Skills[/B] Perception +2, Stealth +3 [B]Damage Immunities[/B] cold [B]Condition Immunities[/B] blinded [B]Senses[/B] blindsight 10 ft., darkvision 60 ft., tremorsense 30 ft., passive Perception 12 [B]Languages[/B] Common, Draconic, one more [B][I]Ice Walk. [/I][/B]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. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 500 feet. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 10 ft., one target. [I]Hit: [/I]19 (3d10+4) piercing damage plus 3 (1d6) cold damage [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B]• Icicle Breath. [/B]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. [B]• Numbing Breath. [/B]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. [/QUOTE]
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