Huge Dragon, Neutral
Armor Class 23 (Metal Armor)
Hit Points 192 (16d12 + 80)
Speed 30 ft., Fly 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +11, CON +10
Skills Intimidation +1, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Magic Resistence. The Armorwing has advantage on saving throws agaist spells and other magical effects.

Keen Senses. The Armorwing has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing.

Metal Armor. The Armorwing is covered in metal scrap to protect it's body. While the Armorwing does not have this Metal Armor on, it is considered to be vulnerable to all damage except psychic damage and it has an AC of 13.

Magnetic Body. The Armorwing's body is magnetic. All small or smaller magnetic objects not being worn or carried within 10 ft. of the Armorwing are pulled toward it and stick to it. If a creature is wearing or carrying a magnetic object while within 5 feet of the Armorwing, that creature must make a DC 16 Strength saving throw, or have that object be attached to the Armorwing.

Actions

Multiattack. The Armorwing can use it's Frightful Presence, it then makes 5 attacks, 2 with its Tail, 1 with its Bite, and 2 with its Claws.

Frightful Presence. Each creature of the Armorwings choosing that is within 90 feet of it and is aware of it must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of it's 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 this Armorwing's Frightful Presence for the next 24 hours.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 6) bludgeoning damage.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) slashing damage. 

Flaming Metal Projectiles (Recharge 5-6). The Armorwing ignites a piece of its armor and lobs it toward a threat. One creature within 90 feet of the Armorwing of the Armorwings choosing must make a DC 20 Dexterity saving throw or take 42 (6d10 + 6) plus 40 (8d8) fire damage on a failed save, or half as much on a successful one. Roll a d6, on a 4-6, nothing happens, on a 3, the Armorwings AC decreases by 1, on a 2, it decreases by 2, and on a 1, it decreases by 3, all to a maximum decrease of down to an AC of 13. If this ability brings down the Armorwing's AC to 13, all of it's Armor is considered gone to the like of the Metal Armor trait.

Fire Breath (Recharge 5-6). The Armorwing exhales fire in a 40 ft. cone, all creatures within that area must make a DC 20 Dexterity saving throw or take 80 (16d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Armorwing 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 Armorwing regains spent legendary actions at the start of its turn.

Detect. The Armorwing makes a Wisdom (Perception) check.

Tail Attack. The Armorwing makes tail attack.

Wing Attack (Costs 2 Actions). The Armorwing beats its wings. Each creature within 10 feet of the Armorwing must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Armorwing can then fly up to half its flying speed.

Lob Metal (Costs 3 Actions). The Armorwing makes a flaming metal projrctiles attack if it is recharged.

Description

Disclaimer: While the stats for this are original, the idea is not. This Dragon is meant to be the Armorwing dragon from the How to Train Your Dragon movies transferred into Dungeons and Dragons 5e.

This dragon has a tan-coloured head, an under-bite, a nasal horn between two large nostrils, bulging yellow eyes and a pair of twisted horns. While its body is soft and unprotected, this dragon collects and fuses metal to its skin. Primary areas protected are its chest, neck, and tail.

- Pulled from the How to Train Your Dragon Wiki

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