Juvenile Steel Dragon LoredrakeThe following stat block is assuming the dragon is using a human form.
If it is in its normal form (and it never should be) add the following
Breath weapon, +11 natural armor, natural attacks.
And Speed: 60 ft. fly 200 ft (poor), swim 30 feet.
Medium Dragon (Air)
Hit Dice: 13d10+26 (102 hp)
Initiative:+0
Speed: 30 ft.
Armor Class:10, touch 10, flat-footed 10
Base Attack/Grapple: +13/+16
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate Form, Immunity to Acid, Poison Resistance, Moderate Arcane Shield, Enthrall, SR 22, Darkvision 60, Dragon Traits.
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 17, Dex 10, Con 14 (15 in natural from), Int 16, Wis 15, Cha 14 (16 with cloak)
Skills: Bluff +19, Disguise +19, Craft (any 1) +19, Profession (any 1) +18, Knowledge (any 3) +11, Concentration +10, Spellcraft +11
Feats: Hidden Strength (Dragons of Eberron 15), Fey Bloodline, Practised Spellcaster, Heighten Spell, Invisible Spell, Storm Bolt (Reserve Feat, Complete Mage 47)
Challenge Rating: 5
Treasure: (Average Value of Treasure for a CR 5 dragon is 4800 gp and 9sp. The gold is used on a Cloak of Charisma +2 and some manacles)
Alignment: Any (Usually Lawful Good or Lawful Neutral)
Breath Weapon (Su): A steel dragon has two breath weapons, a line of acid and a cone of poisonous gas. Every creature within the area of the poison gas must succeed on a Fortitude save or take 1 point of Constitution damage per age category of the dragon. It must then succeed on a second save at the same DC 1 minute later or take the same amount of damage. The dragon can create an area smaller than its maximum, I fit so chooses.
Alternate Form (Su): A steel dragon can assume any animal or humanoid form of Medium size or smaller as a standard action five times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Moderate Arcane Shield (Su): A steel dragon gets a +10 bonus on its spell resistance against all arcane spells of 4th level or lower.
Poison Resistance (Ex): Steel dragons have a +10 racial bonus on Fortitude saving throws against poison.
Spell-Like Abilities: 1/day—enthrall
Spells: The steel dragon casts spells as a 9th-level sorcerer. Caster level 13
Sorcerer Spells Known (6/7/7/7/4; save DC 13 + spell level):
0 – Electric Jolt, Detect Magic, Launch Item, Caltrops, Prestidigitation, Message, Acid Splash, Light
1st- Detect Secret Doors, Blockade (Complete Scoundrel), Ventriloquism, Obscuring Mist, Healthful Rest, Lesser Vigor
2nd – Glitterdust, Invisibility, Web, Silence, Mirror Image
3rd – Tongues, Sleet Storm, Stinking Cloud, Major Image
4th – Solid Fog, Summon Monster IV, Hallucinatory Terrain
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Combat: Healthful Rest is cast in the morning.
Trying to make sure the fight takes place somewhere with both pools of acid, and pools of water.
Use Hallucinatory Terrain to conceal what pools are of acid and what are water.
Solid Fog, Stinking Cloud, Sleet Storm and Web are all cast as invisible spells. Use them to cut up the party. And make sure you don't show them an outline of the spells area. Make them guess where to go when inside a solid fog
Major Image is there to give you a creative outlet. Be it “summoning” something nasty, or adding features to the dungeon that would make the group go in the direction you want.
Make sure you are invisible, and then start using Summoning to put boots on the ground if needed.
Remember to use Blockade, its a swift action spell that adds an obstacle to the battleground for 3 rounds. Force the players back into one of the clouds.
Using Ventriloquism to lure them into rooms, or use it to disguise your spellcasting by making your voice originate a few hundred feet below the ground.
An invisible obscuring mist is a nice spell to drop on your self, if you notice any of the players casting see invisibility, or true seeing. That way you can still see them, but they can only see all your clouds.
If shit hits the fan, retreat and cast Lesser Vigor. With healthful rest going, it will give you fast healing 2 for 15 rounds. So healing you 30 hp in total (not bad for a lvl 1 spell).
Have your summons grapple, drag or incapacitate one or more players if possible. If you summon something you cant communicate with, cast tongues.
Someone hiding, drop a glitterdust or two. You might even end up blinding someone
The trick here is that you dont DONT ever try and go toe to toe in melee combat with the entire group. Hit and Run, and subterfuge is your game. Bonus points if you can start the fight with them divided. Either by bluffing them, or taking advantage of a pre-existing relationship they have with someone they trust. (Use Disguise skill to change your appearance along side alternate form, and remember the extra +10 do disguise. After that make use of bluff)
If you ever need to do damage, you can use your Storm Bolt Reserve feat to make 20 feet lines of lightning that deals 4d6 electricity damage. No Save, No SR. You can do this all day, so long as you dont use all your lvl 4 spells. If you do, and you down to lvl 3 spells, then its 3d6.. and so on.