Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Know Alignment (Good/Lawful). Abyssal Dragons are able to automatically detect if anyone in their presence within 120 feet are of Good or Lawful alignment.
Aura of Primal Emotion: Abyssal Dragons emotions are at their most raw and primal state. All Abyssal Dragons project one of the following emotions in a 60 foot radius. All mortals(creatures that are not dragons, elementals, fey, constructs, or undead) must make a Wisdom saving throw (DC 21) at the beginning of each of their turns, or become afflicted by the emotion. If the auras of multiple Abyssal Dragons overlap, only the strongest takes effect, and if multiple Abyssal Dragons with the same power have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.
- Anger: Effect is identical to the Rage spell.
- Arousal: Effect is identical to the Charm Person/Monster spell(s).
Sure-Footed. The dragon has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Smite Good. Twice per day, an Abyssal Dragon can make a normal attack to deal an additional damage equal to its HD total (maximum +20) against a good target.
Smite Law. As Smite Good, but against lawful target.
Abyssal Breath (Recharge 5-6). The dragon exhales a horrible gas in a 60 foot cone, infused with the madness of the blackest souls consigned to the Abyss. Each creature in the cone must make a DC 18 Wisdom saving throw, taking 6 (2d6) Wisdom damage on a failed save, and half as much damage on a successful one. This Wisdom damage can be healed with a Long Rest, Greater Restoration, or Wish spells.
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:
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Charming Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw. On a failed save, the creature is charmed by the dragon for 1 minute, regarding the dragon as a trusted friend to be heeded and protected. Although it isn't under the dragon's control, it takes the dragon's requests and actions in the most favorable way it can.
Each time the dragon or the dragon's companions do anything harmful to an affected creature, it may repeat the saving throw, ending the effect on itself on a success.
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.
Detect. The dragon makes a Wisdom (Perception) check.
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.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The surliest and most pessimistic of metallic dragons, iron dragons oppose evil unerringly, though are also the most far-removed of metallic dragons, preferring to build their lairs as far away as possible from humanoid settlements.
Iron dragons have somewhat small bodies when compared to other dragons, but they are covered in tough scales that give them an armored appearance. Numerous horns extend from the back of an iron dragon's head, though the largest of these horns emerges from between the dragon's eyes. A newly hatched iron dragon has a ruddy brown coating over its scales that resembles rusted iron that flakes off as it approaches the end of the wyrmling stage of development, leaving tough metallic scales that resemble small plates of iron. An iron dragon's pupils fade as it ages, and the eyes of the oldest iron dragons look like pools of liquid iron.
Toughness and Might. Iron dragons are tough and solitary, seldom leaving their isolation except to raise young or to meet with other iron dragons.
Most iron dragons make an exception to their solitude to keep minions around. An iron dragon can breathe a gas that causes those that inhale it to become pacifistic, so a particularly rowdy intruder is subjected to this breath and forced to leave or perform some minor task for the dragon. Some of the more unfettered iron dragons use this breath to create servants and guards for their lairs.
Martial Riches. An iron dragon likes to collect objects made from iron, especially weapons and armor, and particularly those used by great heroes, both old and new. An iron dragon might travel to the home of a dying hero to request a favored weapon to add to its hoard, or take the storied axe of a slain giant intruder as a favored treasure. Magical weapons and sentient weapons are the greatest treasures that an iron dragon can possess.
Lair and Lair Actions
An iron dragon prefers to dwell in hilly areas, far from the settlements of humanoids.
The dragon makes the boundaries of its territory incredibly obvious, embedding shed horns and talons within trees and boulders.
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 cloud of fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
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:
- Thunderstorms are common within 6 miles of the lair.
- Creatures that aren't hostile to the dragon within 1 mile of the lair magically gain the ability to speak and understand Draconic if they don't already.
- Reptiles within 1 mile of the lair are unusually active.
If the dragon dies, the storms fade over 1d10 days. The other effects end immediately.
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