Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Stone Camouflage. The dragon Dexterity (Stealth) checks made to hide in rocky terrain.
Obvious Leadership. All other dragonkin automatically fail Charisma (Intimidation) checks towards the dragon.
Shattering Demise. When the Adamantine dragon is killed it explodes into razor-sharp spikes of adamantine. Treat the area where these spikes hit the ground like a spike growth zone that does 3d8 piercing damage (This damage is magical).
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 17 (3d8 + 10) 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 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 saving throw is successful or the effect ends for it, the creature is immune to the dragons Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Time Stop Breath. The dragon exhales Time Stop in a 70-foot cone. Each creature in that area is subjected to the effects of the Time Stop spell.
Negative Energy Breath. The dragon exhales a deadly black mist of negative energy in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 88 (16d10) necrotic damage on a failed save, or half as much on a successful on. If the Mist kills a target and they failed their con saving throw the dragon can choose to raise them as a skeleton or zombie under the dragon's control, otherwise their body but not their possessions crumble to dust. If a target is a plant creature or a magical plant, it makes the saving throw with disadvantage.If a nonmagical plant that isn't a creature, such as a tree or a shrub is in the area of effect it simply withers and dies. Any undead in the area of effect heal 4d10 hp.
Adamantine dragon has advantage on opportunity attacks made while in dim light or darkness.
Ancient Adamantine 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 creatures 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 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 14 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The Adamantine Dragon is a metallic dragon. Also known as cave dragons, or occasionally Underdark dragons, adamantine dragons are little known on the surface world. Although not the most intelligent of dragons, adamantine dragons are far smarter than their brutish, short-tempered behavior would suggest.
Favored Treasure
Adamantine dragons prefer treasures that remind them of, or are native to, their home territory. For instance. an adamantine dragon whose Underdark "kingdom" includes rich veins of silver likely prefers silver treasures over other valuable metals or gems.
Diet
Adamantine dragons prefer large amounts of smaller prey. a predilection developed over long years underground, where larger game is often unavailable. They particularly enjoy the taste of giant spiders and insects, but anything large enough for them to notice is large enough for them to eat. They don't make a habit of hunting sentient prey, but most won't turn it down if it's available. An adamantine dragon won't consume any of its "subjects" (see Lair and Lair Actions Description), unless the only other option is starvation.
Unsurprisingly. given their physical abilities and favored terrain, adamantine dragons prefer to fight and hunt from the ground, flying to close in on prey but then landing for the duration of the battle. That said, an adamantine dragon knows the terrain of its territory well and uses short flights to pass over obstacles intended to injure or impede its foes. Even in large caverns or mountain passes, an adamantine dragon prefers to patrol its territory on foot, the better to become familiar with the region.
Physical Characteristics
Adamantine dragons are a dark metallic hue. Some underground dwellers that have never seen a true black dragon call adamantines by that name. Their scales protrude in a blade like fashion, ruffling like feathers when the dragon is irritated or hunting. An adamantine dragon has no horns per se, unless you count the row of spines that begins at the back of its head and runs the length of its body and tail. Its snout is sleeker than those of other dragons, vaguely resembling a snapping turtle's. Oddly, adamantine dragons smell not only like metal, but also vaguely oily, like a well-maintained blade or suit of armor.
Personality and Motivations
Highly territorial and exceptionally proud (even for a dragon), an adamantine dragon demands obedience and respect in its petty kingdom, and it might kill intruders without question. That said, if an explorer talks quickly and is respectful, an adamantine dragon won't necessarily be hostile. It might be willing to enter into treaties, agreements, or alliances with its neighbors.
On the other hand, offering a single insult is often enough to sour negotiations or trigger an instant attack. Adamantine dragons brook disrespect from nobody, and ignorance or carelessness is not an acceptable excuse.
Relations with other Creatures
Adamantine dragons rarely encounter other metallic dragons, except when those that live in caves delve too deeply into the Underdark. However, they frequently clash with purple dragons, since the two kinds prefer the same type of territory. Although adamantine dragons are more powerful (assuming comparable age), purple dragons tend to be smarter, wilier, and more likely to use minions, making the contests more even.
Most frequently, adamantine dragons interact with other Underdark-dwelling sentient creatures, particularly humanoids. These include grimlock and troglodyte tribes, which adamantine dragons typically annex, and drow and duergar communities, with which they frequently war. Although adamantine dragons demand obedience from all creatures in their "kingdoms," they don't demand that their "subjects" do anything. (They're far less likely than purple dragons, for instance, to use humanoid spies or assassins.)
Lair and Lair Actions
Adamantine dragons treat their territories as their personal fiefdoms, ruling over all creatures within. Although they demand obedience and respect at all times, they also take their duty as "ruler" seriously, protecting their subjects (or at least the obedient ones) from attack.
Most adamantine dragons dwell in the Underdark, in lairs filled with great caverns and twisting tunnels. The central lair has ledges or chambers at multiple heights. with at least two or three means of egress large enough for the dragon's bulk.
If Underdark (or at least underground) "kingdoms" aren't available, adamantine dragons lair in rocky mountain ranges, making their homes in caves surrounded with the comforting weight of rock. These adamantine dragons sometimes come into conflict with the equally territorial blue dragons that dwell in high, storm-shrouded mountains.
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:
- Adamantine spikes appear in a 60-foot circle centered on a point the dragon can see within 120 feet. A creature that starts its turn in this area takes 2d10 piercing damage.
- The dragon causes tremors in the ground in a 60-foot radius. All creatures in this area must make a DC 25 Strenght saving throw or be knocked prone.
Regional Effects
The region containing a legendary adamantine dragon’s lair is warped by the dragon's presence, which creates one or more of the following effects:
- Gems and crystals within a 2-mile radius of the dragon's lair reform within 2d4 days after being mined.
- Rocks within a 6-mile radius take on a shiny surface. Creatures can make a DC 25 Wisdom (Insight) check to see if the rock has actual worth or just looks expensive.
- All underground areas within a 1-mile radius are in total darkness except for the dragon's lair.
If the dragon dies, these effects fade over the course of 1d12 months.
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