Huge Dragon, Lawful Neutral
AC 20    Initiative +15 (25)
HP 273 (26d12 + 104)
Speed 40 ft., Fly 80 ft., Burrow 30 ft.
Mod Save
STR 30 +10 +10
DEX 17 +3 +9
CON 18 +4 +4
Mod Save
INT 16 +3 +3
WIS 16 +3 +9
CHA 17 +3 +3
Skills Deception +9, Insight +9, Perception +15, Stealth +9
Immunities Fire; Exhaustion, Paralyzed
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 25
Languages Common, Draconic
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits

Metalsense. The dragon can supernaturally sense non-precious metals (such as iron, steel, or bronze) within 120 feet of itself 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.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Heat Metal.

Rend. Melee Weapon Attack: +16, reach 10 ft. Hit: 15 (2d4 + 10) Piercing damage plus 3 (1d6) Fire damage.

Sparking Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 27 (5d10) Fire damage plus 27 (5d10) Lightning damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.

Spellcasting. The dragon casts one of the following spells, requiring Material components and using Charisma as the spellcasting ability (spell save DC 17):

At Will: Blindness/Deafness, Detect Thoughts, Heat Metal, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)

1/Day Each: Wall of Stone, Stone Shape

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Heat Metal. The dragon uses Spellcasting to cast Heat Metal.

Claustrophobia. The dragon uses Spellcasting to cast Blindness/Deafness.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Description

With a spade-shaped head and shiny black scales, the iron dragon lives up to its ferrous name. These dragons are enthralled by non-precious metals and hoard these as if they were gold, though they ignore gold for the most part. Iron dragons are only occasionally violent, preferring to negotiate with interlopers, and utilize their sleep-inducing breath to subdue and shackle opponents, all so the dragon can ask every question it wants before either freeing the interloper (if the information is suifficiently interesting) or eating them (if the creature is of no use to them). Their hatred for ignorance is second only to their hatred for red dragons, however, since red dragons represent the worst that dragonkind has to offer in the iron dragon's opinion; the red dragon's opinion is generally that the iron dragon is all talk and no action, and hence the hatred is reciprocated.

Lair and Lair Actions

Iron dragons make their lairs in deep, mineral-rich places such as underground caverns, volcanic flow tunnels, and abandoned mineshafts, which puts them at odds with other denizens of these abodes, namely dwarves and red dragons.

The region containing an adult or ancient iron dragon’s lair is warped by its presence, creating the following effects:

Echoing Walls. The area within 1 mile of the lair is an area of hollow, echoey spaces. A creature has Disadvantage on Dexterity (Stealth) checks made within the lair.

Smoldering Haze. The area within 1 mile of the lair is rich with metals like iron and copper. A creature that attempts to harvest ores or materials for crafting produces double the yield expected.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2025 2:14:26 AM
5
1
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Coming Soon

Habitat: HillMountain

TheBooksDoctor

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