Huge Dragon, Lawful Neutral
Armor Class 20 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
10 (+0)
CON
23 (+6)
INT
20 (+5)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +5, CON +11, WIS +7, CHA +8
Skills Deception +8, Perception +12, Stealth +6
Damage Resistances Bludgeoning, Fire, Lightning, Piercing, Slashing
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Flint Breath. The dragon exhales sparks in an 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. This also ignites all flammable objects in the area that are not being worn or carried.

Phosphor Breath. The dragon exhales red gas in a 60-foot cone. Each creature besides Iron Dragons or Constructs in that area at the start of their turn must succeed on a DC 18 Constitution saving throw. On a failed save, the creature is incapacitated until the start of their next turn. The gas lingers for up to a minute, unless dispersed by a strong wind. If any part of the gas comes into contact with fire at any point, each creature within the area takes 21 (6d6) fire damage, all creatures within the area or within 10 feet of the area take 5 (1d10) bludgeoning damage, and the gas is immediately dispersed.

Change Shape. The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

An Iron Dragon’s Lair

Iron Dragons are an enigma among Dragons. Instead of seeking their fortune in gold, residing in remote places far from civilization, Iron Dragons prefer to make their lairs among the general populace, collecting knowledge in their notebooks. While mostly pacifist, they will guard their books with the same ferocity as a red dragon would protect it's hoard, for Iron dragons seek knowledge above all else. In order to blend in with humanoids, Iron Dragons learn to change their form at a far younger age than other metallic dragons, at the cost of their physical prowess dwindling behind other metallic dragons.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a 10-foot square area of man-made structure that it can see within 120 feet of it. The structure contorts in one of a manner of ways, determined by the dragon. Metal fixtures can corrode and decay, leading to the structure collapsing; metal touching the structure can become adhered to it until the next lair action is performed, grappling creatures in metal armor standing in the area, or the area can mend itself.
  • The dragon chooses a source of flame that it can see within 120 feet of it. The dragon can choose to either cast fireball centered on this flame, save DC 15, or snuff the flame out.

Regional Effects

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

  • Weapons and armor forged in the area are unusually fine, and iron and steel gains a luster akin to precious metals. The weapons and armor forged in the area may gain +1 to damage rolls or AC through non-magical means.
  • Young creatures are well spoken and polite, and will often aid passing travelers.
  • Creatures in the area are unusually intelligent, and often build libraries and encourage schooling among the young and the poor.

If the dragon dies, the effects of the dragon on metal fade over the course of 1d10 days. The other effects end immediately.

Habitat: Urban

Frakcherd

Comments

Posts Quoted:
Reply
Clear All Quotes