Huge Dragon, Neutral
Armor Class 18 Natural Armor
Hit Points 172 (15d12 + 75)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +5, CON +10, WIS +7, CHA +8
Skills Perception +12, Religion +7, Stealth +5
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Arcanomagnetic Repulsion. Attacks against the dragon made with ferrous weapons or ammunition have disadvantage. The area within 20 feet of the dragon is difficult terrain for creatures wearing ferrous armour. This trait is only active while the dragon has both horns intact.

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

Superconductor. If the dragon takes 5 or more fire damage at a time, its flying speed is reduced by 30 feet until the end of its next turn. If its flying speed is reduced to 0, it immediately falls 100 feet, and falls a further 100 feet at the start of its next turn.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws, or three with its sword shot.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) force damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Sword Shot. Ranged Weapon Attack: +11 to hit, range 50/150 ft., one target. Hit: 12 (1d12 + 6) piercing damage.

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

Storm of Swords. The dragon fires a torrent of sharp metal objects in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (13d6) piercing damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must make a DC 18 Strength saving throw. On a failed save, the creature is pushed up to 60 feet away from the dragon. A creature wearing ferrous armour has disadvantage on this saving throw.

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.

Sword Shot. The dragon makes a sword shot attack.

Blood Bend (Costs 2 Actions). The dragon exerts its magnetic control over the iron in creatures’ blood. Each creature of the dragon’s choice that contains blood and is within 10 feet of the dragon must succeed on a DC 18 Strength saving throw or be moved up to 10 feet in a direction of the dragon’s choosing and knocked prone. A creature wearing ferrous armour has disadvantage on this saving throw. The dragon can then fly up to half its flying speed.

Description

Matter-of-fact and down-to-earth, magnetite dragons are distant relatives of the metallic dragons. They lack the ability to shape change

A magnetite dragon has a bestial slant to its appear- ance; its short maw, narrow eyes, and stocky hind legs give it the proud and powerful cast of a rearing bull. Two, wide horns — the source of its magnetic control — sweep forwards from its brow, often sporting an assortment of ferrous paraphernalia. Its wyrmlings scales are a dull grey, but quickly take on a iridescent red-blue sheen as it ages and is exposed to sources of magic.

Of particular note are its hexofuga: the blocky shards that protrude from its back. These arcano-magnetic organs are the source of its ability to fly, its true wings being small, vestigial structures with little musculature.

Habitat: Arctic

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