Curse of the Fey. As long as he is still bound by his service to Oran, Jaggerbad cannot willingly attack or target members of the Court of Stars or creatures of the fey type. Such creatures automatically succeed on saving throws against and are immune to damage from his breath weapons. If his service to Oran is ended, then Jaggerbad loses this trait immediately.
Gift of the Fey. As long as he is still bound by his service to Oran, Jaggerbad is immune to any effect that would age him, and he can’t die from old age. In addition, he is also immune to being charmed or frightened. If his service to Oran is ended, then Jaggerbad loses this trait immediately.
Fire Absorption. Whenever Jaggerbad is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Iron Scent. Jaggerbad can scent the location of ferrous metal within 30 feet of him.
Legendary Resistance (3/Day). If Jaggerbad fails a saving throw, he can choose to succeed instead.
Multiattack. Jaggerbad can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Jaggerbad's choice that is within 120 feet of him and aware of him must succeed on a DC 25 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 Jaggerbad's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Jaggerbad uses one of the following breath weapons.
Superheated Breath. Jaggerbad exhales a shower of sparks in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal armor takes an extra 5 (1d10) fire damage at the start of its next turn unless it took no damage from Jaggerbad's breath weapon previously (such as with a rogue's Evasion feature).
Sleep Breath. Jaggerbad exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 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.
Jaggerbad's Call. Jaggerbad shifts at-will to the next destination on his scheduling scroll, as if by casting the plane shift spell, but the spell targets the inn on his back and every creature inside of it at the time of casting as one willing creature. The material component required for plane shift when Jaggerbad casts it in this way is his magical scheduling scroll, which is kept in his saddlebags.
Jaggerbad 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. Jaggerbad regains spent legendary actions at the start of his turn.
Detect. Jaggerbad makes a Wisdom (Perception) check.
Tail Attack. Jaggerbad makes a tail attack.
Wing Attack (Costs 2 Actions). Jaggerbad beats his wings. Each creature within 15 feet of Jaggerbad must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Jaggerbad can then fly up to half its flying speed.
Description
Some whisper of an inn that sails the skies on a dragon’s back. Bound to the mercurial archfey of the Court of Stars, this enchanted skyhouse glides through the planes on an endless, fate-smitten journey. It is said that those who earn the favor of the fey can call upon its services by chanting the dragon’s name, and journey aboard the skyhouse to any destination they please.
— "Tavern Profile: Jaggerbad Skyhouse" by Will Doyle, Dungeon #198
Hundreds of years ago, in an age long-lost to an unremembered past, Jaggerbad Skyhouse was gifted to the Summer Queen Titania by Oran, Lord of the Green Fey. Together they would wing from world to world, witnessing the wonders of each plane, or daring to gaze into the weird night that lay between. But the affections of the fey world shift like sand, and in time Titania turned her back on Oran. Wearied by her games, the Green Lord bequeathed the skyhouse to Fly, the most favored of his servants, and told him to do with it as he pleased.
In the centuries since, Fly has used the skyhouse to ferry visitors to and from his master’s court. Its bridal chambers have become suites for visiting fey barons, its dining hall a bar for otherworldly envoys. Visitors from the mortal world are also common. Delighted by their simple affairs, Fly uses his magic to meddle in their lives. When chance would have it, the wily fey and his mysterious skyhouse appear from nowhere, whisking unsuspecting mortals on a journey across the planes. Some return as rich men or heroes. Others are lost forever.
Jaggerbad, Night of the Skies — an ancient iron dragon known for his strong and sturdy frame like an anvil, named so as a play on his title of knight to the Court of Stars — is bound to Lord Oran and lives by one tenet: the clock. He never stops until he reaches his destination, always leaves on the dot, and never deviates from his course. He pays little heed to events inside the inn unless such discountenance would jeopardize his timetable.
Jaggerbad treats Fly with an air of professional detachment but never questions his orders. To navigate the planes, he unfurls a vast scroll, upon which all of his appointments appear by magic alongside detailed maps and directions. It is said that those who call upon the skyhouse (in a special summon known as Jaggerbad's Call) appear on the dragon’s schedule well before they even think to do so.
Jaggerbad’s story is the subject of much speculation. Some say he once waged war on Ishimriel, an eladrin city that danced between the planes. By day, it lay in the mortal world, but by night it would worldfall back to the Feywild, allowing its defenders to muster reinforcements. To beat them, Jaggerbad made a pact with the archfey: the power to shift between the planes, on the condition he swore fealty to Oran each morning. In time, the dragon arrived late for his appointment, and the Green Lord demanded that he spend a thousand years in servitude, each day carrying the burden of Oran’s skyhouse between the planes. If he were ever late again, proud Oran would add another hundred years to his sentence.
Whatever’s the truth, Jaggerbad has served his time faithfully. Perhaps his tempers have mellowed over the decades, but he still dreams of his hoard, and maybe even lays patient plans against those who defied him so long ago.
Lair and Lair Actions
An Iron Dragon’s Lair
Iron dragons tend to make their homes in hills or mountains, usually near deposits of iron ore; the climate of these lairs range from temperate, tropical, to even subtropical regions. Some iron dragons would even live in dense forests. The presence of iron ore was the most important factor in the choosing of an iron dragon's lair as iron is important to its reproductive cycle and sustenance, although it can survive on almost anything.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of the dragon. The area becomes difficult terrain. A creature that moves through the affected area takes 4 (1d8) piercing damage for every 5 feet it moves there. Creatures that are knocked prone in the area also take this damage.
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
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:
- Thunderstorms rage within 6 miles of the lair.
- Magnetic disturbances within 6 miles of the dragon prevent compasses from functioning there.
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
If the dragon dies, the thunderstorms and magnetic disturbances abate within 1d10 days. Any sinkholes remain where they are.