The Metallic Dragons that Fizban Forgot About

With the release of Fizban’s Treasury of Dragons now in the rearview it is time to dive into some of the other dragons from D&D’s history that have not been ported over into Fifth Edition. There are still a bunch of dragons out there to explore, so over the next few weeks we are going to dive into and stat up around 20 different types of dragons for your games. Considering that in Fifth Edition there are four stages of growth for each dragon, we are talking nearly 80 statblocks. So expect these next couple articles to be light on text and heavy on stats.

So far we have focused on dragons from across the planar system, but what about the ones that reside in our heroes' home worlds? In a game called Dungeons and Dragons, a typical adventuring party is likely to have at least one run in with a dragon. While metallic dragons are often neutral towards, or even fond of, humanoids, the chromatic dragons tend to have a different outlook. That outlook being that they should reign supreme over the clearly inferior non-draconic races.

For your consideration, four returning metallic dragons to use in your games. Presented in alphabetical order:


Electrum Dragons

Favored Terrain: Mountains

Alignment: Neutral Good

Description: Silvery dragons with a purple tint. They have long claws and short spines running down their backs.

Key Traits: They enjoy debating and trading with other races and are welcoming to visitors. Their hoards consist of great writings and works of art.

Electrum dragons tend to be relatively peaceful dragons, preferring a philosophical debate to a blood-boiling battle. They are quite fond of beautiful and historical works of art, writings, and instruments (doubly so if they are magical in nature). They mate very rarely, only once in a hundred years, and therefore are not commonly found. Many electrum dragons are drawn to wizardry and may learn additional spells throughout their lifetime, beyond what they are innately capable of. While generally welcoming to traders and visitors, an electrum dragon lives in solitude far removed from large civilizations. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • A statue within the lair animates and attempts to restrain one of the dragon’s enemies that the dragon can see on the ground within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or become grappled. While grappled, the creature is also restrained. A statue has an AC of 15 and 20 hit points. 

  • Books, gems, and other objects from the dragon’s collection swirl through the air in a 20-foot sphere centered on a point the dragon chooses within 60 feet of it. For the duration, the area is difficult terrain. The effect persists until the dragon uses this lair action again, dismisses it (no action required), or dies. 

  • Poison gas fills a 10-foot radius sphere centered on a point the dragon chooses within 60 feet of it. Each creature in the area must succeed on a DC 13 Constitution saving throw or become poisoned for one minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on a successful save. 

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  •  Within 1 mile of the dragon's lair, illusion magic makes common rocks appear like finely carved statues. 

  • Within 6 miles of the dragon’s lair, a thin layer of mist rests just above the ground. The mist seems to shimmer and sparkle like gemstones. 

If the dragon dies the effects fade after 1d10 days.

Iron Dragons

Favored Terrain: Hills and Mountains

Alignment: Lawful Neutral

Description: These are some of the larger of the true dragons, growing up to 250 feet from nose to tail. Their scales are a glossy, metallic black with a silver tint. They have several thick, backwards-pointing horns and plates down their spine like a stegosaurus. 

Key Traits: They are lawful beings that desire glory and prestige. They live in family groups and clans. 

Iron dragons are the most powerful and deadly of the ferrous dragons, approaching the power levels of fully grown red and gold dragons. They are lawful in nature and generally prefer to subdue and question their enemies or intruders to their lair. They come into conflict with red dragons (whom they despise) and humanoids whose mining might intrude on their domain (often dwarves). 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Strips of iron emerge from the ground and attempt to restrain one of the dragon’s enemies that the dragon can see on the ground within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or become restrained. A restrained creature can use it’s action to repeat the saving throw. 

  • Jagged rocks and bits of metal jut out of the ground in a 20-foot radius centered on a point the dragon chooses within 60 feet of it. For the duration, the area is difficult terrain. The effect persists until the dragon uses this lair action again, dismisses it (no action required), or dies. 

  • The air surrounding the dragon becomes supernaturally hot. Any creature within 60-feet of the dragon that is wearing metal armor must make a DC 12 Constitution saving throw or take 1 point of exhaustion. Creatures wearing heavy armor have disadvantage on this save. 

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Within 1 mile of the dragon’s lair, tarnished metal begins to regain its sheen overtime and does not rust.  

  • Within 6 miles of the dragon’s lair, veins of iron and other non-precious metals are more abundant. 

If the dragon dies the effects fade after 1d10 days.

 

Mercury Dragons

Favored Terrain: Tropical mountains and volcanoes. 

Alignment: Chaotic Good

Description: They have sleek, serpentine bodies that are much less muscular than average. Their scales are a silver and white hue.

Key Traits: Mercury dragons have a whimsical, flighty personality. Bored or confused mercury dragons might attack unprovoked or may seek out conversation 

Mercury dragons are impulsive and unpredictable, but are typically good aligned. Their mood is prone to rapid shifts and they are most likely to act on whatever it experienced most recently. They are constantly craving new experiences and delight in filling their hoards with unique and exotic items from around the world and beyond. In combat, they employ hit and run strategies that change without warning. They often seek to work as a guard, messenger, or even assassin for other creatures; they find making plans themselves incredibly dull. Their allegiance is a fickle thing, they may break a contract just to see what will happen. They enjoy visiting the elemental planes and working for creatures that hail from there, as they are attracted to the ever-changing nature of the Elemental Chaos. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one

  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

  • Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Rocky fissures within 1 mile of the dragon's lair form portals to the various Elemental Planes, allowing creatures of those elemental origins into the world to dwell nearby.

  • Within 6 miles of the dragon’s lair, reflective surfaces (such as mirrors and shined metals) reflect light with an extreme intensity. 

If the dragon dies the effects fade after 1d10 days.

 

Steel Dragons

Favored Terrain: Urban

Alignment: Lawful Neutral or Good

Description: Their movements appear feline in nature, despite their stocky appearance. Their scales increase in sheen as they grow older and their wings consist of overlapping blades in a feather-like way,

Key Traits:  Steel dragons are lawful beings that like to use their shape changing abilities to blend into humanoid cities, usually keeping their true identity a secret. 

Steel dragons are rarely seen in their natural form, typically living secret lives in the bustling humanoid cities of the word. They are often agreeable and curious; their relaxed-nature makes them natural opponents of authoritarianism, even when done for “good” by other metallic dragons. Rather than traditional hordes, steel dragons will build portfolios of real estate and businesses (in addition to the occasional rare object like books, works of art, and magic items).  They will go to great lengths to avoid combat, but when forced to engage they will keep their distance and use their spells to dissuade their foes. If their life is in danger, they will save a spell slot to teleport

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon creates a wall of stone on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to thunder damage, and immunity to fire, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses its lair action again or when the dragon dies.

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.

  • The dragon taps into the latent magic in its lair. Roll on the wild magic surge table (for sorcerers). The dragon then picks a spot and/or person within 60 feet of it where and/or on whom the effect takes place.

Regional Effects

Due to the clandestine nature of how the steel dragons make their lairs, there are no regional effects that are created. If there would be, the dragon uses its magic to suppress them and protect their identity. 

 

Next Week: Going back to our series on giants: a deep dive into Cloud Giants.

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Cloud Giants: The Strategists and Collectors

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The Chromatic Dragons that Fizban Forgot About