Scrap Plating. The Armorwing has resistance to nonmagical slashing and piercing damage. When it takes 15 or more damage from a single bludgeoning hit, its AC is reduced by 1 (to a minimum of 16) as plates are knocked loose.
Spiked Carapace. A creature that hits the Armorwing with a melee attack while within 5 ft. takes 7 (2d6) piercing damage.
Siege Beast. The Armorwing deals double damage to objects and structures.
Magnetic Hoarder. As a bonus action near metal debris, the Armorwing can pull scraps onto itself, restoring 10 HP and increasing its AC by 1 (max 20).
Multiattack. The Armorwing makes two attacks: one with its Bite and one with its Tail Mace.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Tail Mace. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target must succeed on a DC 18 Strength save or be knocked prone.
Metal Flurry (Recharge 5–6). The Armorwing shakes violently, launching shards in a 20-ft. radius. Creatures in the area make a DC 18 Dex save, taking 28 (8d6) piercing damage on a fail, half on a success. The area becomes difficult terrain with sharp debris.
Deflecting Plates. When hit by a ranged weapon attack, reduce the damage by 15 as a shield or plate intercepts the blow.
it can only do at most 2 legendary actions per turn
Move. The Armorwing moves up to half its speed.
Tail Swipe. Makes one Tail Mace attack.
Rattle Armor (Costs 2). Creatures within 10 ft. must succeed on DC 16 Wis save or be frightened until end of their next turn.
Description
A reclusive dragon that forages battlefields and shipwrecks to clad itself in blades, shields, and scrap. Once armored, it becomes a rolling siege engine of spikes and iron.
Tactics: The Armorwing bullies frontlines, knocking foes prone with its tail before grinding over them. It prioritizes areas with metal debris to keep its plating intact and will retreat to “re-arm” if its AC drops too low.
Lair and Lair Actions
An Armorwing’s lair is less a treasure hoard and more a fortress of scavenged warfare. Rusted ship hulls, broken siege engines, shattered armor, and mountains of blades form a deadly maze around the beast’s nest. Every object in the lair can become either protection for the dragon or a hazard for intruders.
Armorwings prefer:
- Abandoned battlefields
- Coastal ship graveyards
- Dwarven ruins
- Junk-filled caverns
- Fallen fortresses
The center of the lair usually contains a massive “nest” made of metal debris, where the dragon sleeps partially buried beneath scrap.
Lair Features: Terrain; The ground is cluttered with:
- Jagged metal shards
- Rusted weapons
- Loose chains
- Broken shields
- Collapsed beams
The entire lair counts as difficult terrain unless a creature moves carefully at half speed. A creature that dashes across the terrain must succeed on a DC 15 Dexterity saving throw or take: 7 (2d6) piercing damage from sharp scrap.
Environmental Hazards: Razor Scrap Piles. Large piles of weapons and armor conceal dangerous edges.
- Entering or falling into a pile deals 10 (3d6) slashing damage.
- Creatures knocked prone inside take an additional 5 (1d10) piercing damage.
- The Armorwing ignores these hazards entirely.
Magnetic Scrap Surge: At initiative count 20 (losing initiative ties), metal objects violently slide toward the dragon.
Creatures wearing heavy metal armor or holding metal weapons must succeed on a:
DC 17 Strength save or be pulled:
- 15 feet toward the Armorwing
- knocked prone if they collide with debris
Loose unattended weapons may fly through the air as dangerous projectiles.
Furnace Vents: Some lairs contain geothermal vents or smoldering forge pits beneath the scrap. A vent erupts in a 10-foot radius:
- DC 15 Dexterity save
- 18 (4d8) fire damage on failure
- Half on success
The Armorwing instinctively avoids triggering vents beneath itself.
Lair Actions: On initiative count 20 (losing initiative ties), the Armorwing can use one lair action:
1. Storm of Shrapnel: The dragon thrashes violently. Creatures within 20 feet must make a:
- DC 18 Dexterity save
- Take 21 (6d6) piercing damage on failure
- Half on success
The area becomes difficult terrain until the next round.
2. Reinforce Armor: Scrap metal flies across the chamber and welds itself to the dragon. The Armorwing:
- gains 15 temporary hit points
- restores 1 AC if reduced
3. Collapse the Heap: The dragon destabilizes a pile of scrap or wreckage. Choose a 15-foot cube:
- DC 17 Dexterity save
- 22 (4d10) bludgeoning damage
- restrained under debris on failure
A restrained creature may repeat the save at end of each turn.
4. Magnetic Pulse: A wave of magnetic force erupts outward. Metal weapons:
- are ripped from creatures’ hands unless they succeed a DC 16 Strength save
Creatures in heavy armor:
- have speed halved until next round
Regional Effects
The region surrounding an Armorwing’s lair becomes warped by years of scavenging and magnetic influence.
Within 6 miles of the lair:
Metallic Decay: Weapons and armor rust unusually fast.
Nonmagical metal equipment deteriorates after prolonged exposure unless maintained daily.
Treasure Hoard: Unlike most dragons, Armorwings rarely value gold itself. However, valuables are often buried within the scrap.
Possible treasure:
- Ancient enchanted armor
- Lost royal weapons
- Ship cargo
- Siege blueprints
- Adamantine ingots
- Dwarven relics
- A shield functioning as a +2 shield
- A sentient sword trapped deep within the pile
Searching the hoard is dangerous: Every 10 minutes spent digging has a 25% chance to trigger a collapse or awaken the dragon.
Previous Versions
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5/23/2026 2:10:44 PM
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Coming Soon
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