Filterer. The dragon can breathe air as long as it is present regardless of quality, inhaled poisons have no effect on the dragon.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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 21 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 Weapon (Recharge 5–6). The dragon uses it's smoke breath.
Smoke Breath. The dragon exhales acidic smoke in a 40-foot sphere centered on the dragon, each creature in this area must succeed on a DC 21 constitution save or be effected as if by the slow spell while within the smoke, taking 4d8 acid damage each turn spent within the smoke, the smoke remains in an area until blown away by a wind faster than 10 mph, creature's within this area are heavily obscured.
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 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.
Description
A mix of both black and silver dragons, shy and subtle knowledge seekers and hoarders seclude their lairs in far off hard to reach places of the world, venturing out only at night to hide their presense and bringing back their loot before sunrise. Appearance wise, these dragons take more after their silver parent, with a long face and jaw with a hard as iron crest reaching from the front of their nose to the tip of their tail, at birth these dragons are a rusty red speckled dull gray color with silver or yellow eyes, as they grow their ridged, black dragon like scales begin to gain a light bit of luster and take on the dull metallic hue they will retain, as they age their scales may become doppled with rust red, and their pupils eventually fade into bright sulfur color orbs for eyes.
Lair and Lair Actions
An Iron Dragon’s Lair
Iron dragons typically make their lairs in deep, secluded areas such as uninhabited islands or deep caverns as to protect their secrecy and avoid contact with humanoids.
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:
- Smoke fills a 20-foot area around a creature the dragon can see, taking 4d6 acid damage on each turn within the smoke and is heavily obscured.
- One creature the dragon can see within 120 feet must make a charisma save DC 20 or be stunned as it's mind is flooded by information, this effect can only end by initiative count 20 next round.
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:
- Whenever a creature of chaotic alignment enters a 10 mile radius of the dragon's lair they feel an unwelcoming presence that grows as they near the dragon's lair.
- At night, billowing fog banks of gray smoke roll across a 6 mile radius of the lair, these fog banks form images and shapes that are unpleasant to the viewer and warn, threaten, or plead with creature's to turn away from the dragon's lair, in the case of chaotic creatures, the image attempts to frighten or attack the creature but are otherwise harmless.
- Precious metals and gemstones within 1 mile of the dragon's lair turn into pure iron over a period of 3 days.
If the dragon dies, these effects end immediately. But all converted metal and gemstones remain iron.
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