Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: mold earth
1/day each: detect thoughts, stone shape
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 65 (10d12) lightning damage on a failed save, or half as much damage on a successful one.
Soporific Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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.
Burrow (Costs 2 Actions). The dragon dives forcefully into the earth. Each creature within 20 ft. of the dragon must succeed on a DC 22 Strength saving throw or take 10 (2d6) bludgeoning damage and be knocked prone. The dragon can then move through the earth up to its full burrow speed, or up to half its burrow speed if it's moving through solid stone.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 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 make their homes in hills and mountains rich with deposits of iron ore, lairing deep in the ground. They prefer temperate climates, but can live comfortable in tropical conditions.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon may use each effect only twice per day:
- The dragon target's one creature it can see within 30 feet of itself and gains a glimpse of the creature's thoughts as if it had cast detect thoughts. This affect lasts until initiative count 20 on the next round.
- The dragon targets an area of unworked, non-magical stone or mud and casts transmute rock without the need for material components.
- The dragon conjures a wall of raw iron from the ground, as if it had cast wall of stone. The wall lasts until initiative count 20 on the next round, at which point it dissolves into a mound of iron filings.
Regional Effects
The region containing the dragon's lair is warped by the creature's presence, which creates one or more of the following effects:
- Within its lair, the dragon can sense the presence of all sources of iron and steel, including metal objects as small as a shortsword and bigger, as well as natural and hoarded deposits of iron ore.
- Lodestones magically form in the earth within 1 mile of the dragon's lair, forming larger and becoming more common closer to the lair. These lodestones have unnaturally strong magnetic properties.
- Sources of iron within half a mile of the dragon's lair occasionally crackle with harmless static electricity. This includes raw iron ore, and iron objects, but not objects made from iron alloys including steel.
If the dragon dies, the magnetic power of the lodestones slowly fades over 1d10 days until they are no more powerful than if they had formed naturally. All other effects end immediately.
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