Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 19 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 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much damage on a successful one.
Charming Breath. (Counts as a charm effect.) The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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.
Change Shape. The dragon magically polymorphs into a humanoid or beast 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.
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 20 Dexterity saving throw or take 15 (2d6 + 8) 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 naturally favor settings that offer plenty of game and good cover. They build lairs in dense forest or broken hills–terrain that offers many hiding places for a large predator.
Iron dragons hide their lairs well. In the absence of truly inaccessible terrain, an iron dragon settles for the most difficult and tangled ground cover it can find. Caves in brush-filled forest ravines or briar-choked gulches are common iron dragon lairs. Given their tough, thick scales, iron dragons have no qualms about plunging through the thickest patches of thorny foliage. The lair usually consists of several large, unimproved antechambers–natural caves with uneven floors, jagged rocks, or hindering vegetation hanging down from the outside, often festooned with the rotting remains of previous meals–and a deeper, more comfortable den.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates poisonous fog as though it had cast the [Tooltip Not Found] spell. The fog lasts until initiative count 20 on the next round. (spell acts at 5th lvl)
- A thunderclap originates at 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 18 Constitution saving throw or take 7 (1d12) thunder damage and be deafened until the end of its next turn.
Regional Effects
The region containing a legendary Iron dragon’s lair is warped by the dragon’s magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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Posted Mar 12, 2021In the lair action the spell is Cloud Kill, that's the poisonous fog not sure why it didn't go through. Enjoy!