Huge Dragon, Unaligned
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +12, WIS +6, CHA +10
Skills Perception +13, Stealth +6
Damage Resistances Fire, Necrotic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The dragon can make three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 6 (2d4 + 1) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 the dragon's Frightful Presence for the next 24 hours.

Spark Breath. The dragon exhales super heated sparks in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (11d6) fire damage and 15 (3d8) on a failed save, or half as much damage on a successful one. It can use this once per long rest.

Shadow Breath (Recharge 5-6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 40 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid that dies within 1 minute of being hit by this, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.

Sleep Gas Breath (Recharge 5-6). The dragon exhales puffy clouds of smoke in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a fail the creature falls asleep and can make a constitution saving throw on each of it's turns to wake up. On a success the creature is unaffected.

 

Legendary Actions

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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The grandest of the ferrous dragons, with powers of shadow. Their scales shimmer like iron in light, and are as durable.

 

Lair and Lair Actions

A Iron Shadow Dragon’s Lair

Iron shadow dragons lair in green forests, dwelling in the cover of darkness to have an edge in combat. The larger and darker the area is, the more suitable for the dragon, granting it cover from other's eyes, and an offensive.

 

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:

  • Sparks burst from a nearby tree, causing creatures within a 10 feet radius to make a dexterity saving throw. On a failed save they take 12 (4d4) fire damage, half as much on a success. The tree then burns down to charcoal.
  • A chosen 5 square feet area on the ground within 60 feet of the dragon, chosen by the dragon, super heats briefly. Any creature standing on that surface takes 12 (2d10) fire damage.

 

 

Regional Effects

The region containing a legendary iron shadow dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are tainted by iron and minerals.
  • Large boulders are commonly formed around the lair.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Forest

BobobSyxtieNein

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