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.
Multiattack. The dragon can make 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: 13 (1d12 + 6) piercing damage.
Storm of Swords. (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Breath Weapon (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 54 (14d6) piercingdamage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon fires a torrent of sharp metal
objects in a 30-foot cone.. Each creature in that area must make a DC 18 Strenght 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.
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 19 Strength saving throw or 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.
Lair and Lair Actions
So long as Torhaem is alive and within her lair, she can evoke the ambient magic to take lair actions during waves 2 and 3. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the adventure.
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:
- Magnetic Waves. The monestary’s magnetised rock emits a pulse affecting all ferrous metals within the lair. Each creature holding a ferrous weapon or wearing ferrous armour must make a DC16 Strength saving throw. On a failure, a creature holding a ferrous weapon is disarmed of its weapon which flies 10 feet in a random direction, and a creature wearing ferrous armour is knocked prone. Roll a d8 [rollable]; {"diceNotation":"1d8","rollType":"damage","rollAction":"Direction}[/rollable]. and consult the table below to determine the direction; if it flies into the ravine, finding the item again is very difficult.
- Arcanomagnetic Interference. The lair becomes ensconced in an antimagic field until initiative count 20 of the next round. Each spellcaster in the lair immediately makes a DC 10 Perception check using its spellcasting ability. On a success, it detects the absence of magic in the lair.
- Magnetite Shards. Razor-sharp shards erupt from the ground in a 20-foot-radius centred on a point within the lair. Each creature in the area must succeed on a DC15 Dexterity saving throw or take (4d6) piercing damage. Until initiative count 20 of the next round, the area is subject to non-magical effects identical to the spike growth spell.
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