Huge Dragon, Lawful Good
Armor Class 20 (natural armor)
Hit Points 238 (25d10 + 100)
Speed 25 ft., Climb 30 ft., Fly 15 ft., Burrow 40 ft.
STR
25 (+7)
DEX
8 (-1)
CON
24 (+7)
INT
13 (+1)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws STR +12, CON +12, WIS +7
Skills Athletics +8, Intimidation +6
Damage Resistances Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Paralyzed, Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 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: +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: 14 (2d10 + 3) bludgeoning damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) 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 18 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

Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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.

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 15 Dexterity saving throw or take 10 (1d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Iron Dragons are solitary hoarders of the various ores, mineral, and gems they find in their mines. Unlike their greedier cousins, however, Iron Dragons are more than happy to share their findings. Generous hermits these dragons are found in abandoned mineshafts deep underground, and are rarely, if ever, seen near the surface.

Iron Dragons ditch the scales of their relatives, instead growing large, smooth masses of iron on its skin, creating the appearance of cobbled together armor, like a dried desert made of iron. Similarly its claws have been replaced with large, crude shovel-like tools. A distinctive feature of these dragons is their smaller than average, heavy wings. Otherwise these dragons are larger than the average metallic dragon, usually coming off as gentle giants, but can be terrifying titans if threatened.

Iron Dragons pension for excavation and mining have made them popular among dwarves and other underground races. Its been said that thousands of years ago dwarves even managed to tame some younger ones, they must be plenty ancient by now.

Lair and Lair Actions

An Iron Dragon’s Lair

Iron dragons dwell in mountains and deep underground, where they make their lairs in abandoned mines and ravines. Huge caverns and warehouses carved out of stone to store the valuables the stone once held. With winding passageways and dizzying mazes that the Dragon isn't even aware are confusing.

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 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 chooses a 30-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into rough terrain.

Regional Effects

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

  • Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
  • Dwarves within 10 miles are drawn to the area around the dragon's lair.

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

Habitat: HillMountainUnderdark

Poopy_Joe

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