Amphibious. The dragon can breathe air and water.
Ferrous Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, their current hit point total instead resets to 400 hit points, they recharge their Breath Weapon, and they regain any expended uses of Legendary Resistance. Additionally, the greatwyrm can now cast Weird once as a Legendary Action (Costs 3 Actions) in the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Ferrous Awakening activates.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Draconic Immunity. The dragon cannot be put to sleep by magic.
Metalsense. The dragon can supernaturally sense non-precious metals (such as iron, steel, or bronze) within 60 feet of themself if the metal is not behind total cover. The dragon cannot be surprised by any creature using armor or weapons made from non-precious metals.
Unusual Nature. The greatwyrm doesn’t require food or drink.
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: 21 (2d10 + 10) Piercing damage plus 14 (4d6) Lightning damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) Slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
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 22 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.
Magnetic Breath (Recharge 5–6). The dragon exhales magnetic force in a 300--foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 78 (12d12) Force damage on a failed save and are pushed back 30 feet, or half as much damage on a successful one and are not pushed back.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22):
1/day each: Snare, Entangle, Major Image, Plant Growth, Mirage Arcane, Summon Fiend
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of their turn.
Claw. The greatwyrm makes one Claw attack.
Spellcasting (Costs 2 Actions). The greatwyrm uses Spellcasting.
Ferrous Eye (Costs 3 Actions). The greatwyrm emits a beam of draining energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Charisma saving throw, taking 27 (5d10) Necrotic damage on a failed save, or half as much damage on a successful one.
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