Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Conductive Scales. If the dragon takes 15 or more lightning damage in a single instance, the number of attacks that it can make is reduced by one (to a minimum of 1 attack) until the start of its next turn. Should the Iron dragon get hit with further instances of lightning damage greater than 15 it will lose 2d8 off of its Iron Breath attack per instance.
Multiattack. The dragon can make three rend attacks. The dragon may replace one of its attacks with a Lacerating Lance Spell.
Rend. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) Slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Iron Breath (Recharge 5–6). The dragon exhales a tornado of iron shards in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much damage on a successful one.
Heat venting Breath (Recharge 5–6).
If the dragon has taken fire damage for three turns it can release the gathered heat as a breath attack. This heat is released in a 30 foot cone in front of the dragon. Each creature in this area must make a DC19 Constitution Saving throw or take damage equal to half the fire damage taken by the dragon or 6d8 fire damage. After using this ability the dragon's AC increases by 1.
Spellcasting: The Iron dragon can cast the following:
1. At will: Lacerating Lance (2nd level version)
2. 1/day: Shrapnel Burst (3rd level Version)
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Magnetic Pull. The dragon sends out a magnetic pulse around it for 45 feet and creature wearing metal must make a DC 19 Strength save or be pulled up to half of their movement speed towards the dragon. The dragon gets advantage on the first creature they attack that was affected by this ability.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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