Legendary resistance: 3/day
Metal manipulation, the iron dragon can mold metal as if it where clay and can create anything from metal.
Wrath of the ancients: when the dragon falls to half health it instantly quarters all damage dealt to it as well as increasing its AC to 35 for the next 2d6 turns. It may also make an additional claw and bite attack each turn for free.
Multiattack: the dragon can use frightful presence then it makes four attacks, one bite and three with claws.
Bite: melee weapon attack, +17 to hit, reach 15ft, one target. Hit (3d10+9) piercing plus it destroys one piece of metal equipment (magical and non-magical)
Claw: melee weapon attack, +17 to hit, reach 10ft, one target, hit (6d6+9) slashing damage
Tail: melee weapon attack, +17 to hit, reach 20ft, one target, hit (3d8+9) bludgeoning damage
Frightfull presence : Each creature of the dragons 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 and is immune to the effects of frightful presence for the next 24 hours.
Polymorph: humanoid
Rusting breath (recharge 5-6) the dragon exhales a shower of razor sharp shards of metal in a 90ft cone taking (34d4) slashing damage on a failed save as well as sacrificing a piece of metal equipment as it rusts to nothing. Half as much damage and no item lost on a successful save.
Blade Spike (recharge 5-6) the dragon shoots blades out of its body at an opponent. All creatures within a 100ft line must make a dc 22 dexterity saving throw or take 12d8 damage. On a success, they take half damage.
One of the Ancients: When the dragon falls to half health it can use the guile of the ancients ability, instantly regaining 6d10 health and doubling its bonus to attack and damage, as well as halving all damage dealt to the dragon for the next 2d6 turns.
The dragon can take 3 legendary actions. It regains all available legendary actions at the start of its turn, legendary actions can only be used in another creatures turn.
Detect: the dragon makes a wisdom( perception check)
Tail attack the dragon makes a tail attack
Impossible armour: (3 actions) the dragon locks its scales and takes no damage this turn.
Description
Whilst technically a metallic dragon , this lumbering hulk of a dragon is flightless but is able to breathe a cloud of razor sharp shards that slice though opponents and rust their armour at an unnatural rate. Its smaller wings allow it to glide from height and smash into foes with its shear bulk.
Lair and Lair Actions
The Iron dragon has the strangest lair it resides within a demi-plane that may appear normal but has its own effects that could be devastating for opponents
Lair Actions
On initiative count 20 (losing initiative ties), the iron dragon takes a lair action to cause one of the following effects; the iron dragon can’t use the same effect two rounds in a row:
- Blades may fly at opponents within the lair, chosen enemies must make a dc 20 dexterity saving throw or take 5d8 slashing damage.
- Heat metal, all opponents within the lair become the subject of the "heat metal" spell as a 6th level.
- All non-magical weapons begin to rust if the creature does not leave the lair within 5 turns all non-magical metal items they have on them will become destroyed.
Regional Effects
The region containing a legendary iron dragon’s lair is a demi-plane, which creates one or more of the following effects:
- Lucky, friendly creatures may re-roll one roll per turn while in the lair.
- Blades of power, bladed weapons used within the lair crit on a 15 to 20 (natural)
- Luck of blades, any attack roll a friendly creature makes within the lair that is a 1 may be re-rolled.
If the iron dragon dies, these effects fade over the course of 1d12 days.
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