Natural Crafter. The dragon is proficient with all artisans tools.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Tinker. The Dragon can make a check (DC 25) with the required tool to make an item or contraption that could be done in a minute to instead do it in an action.
Identify. The dragon can identify a magical item as though casting the identify spell.
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 16 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Bullet Breath. The dragon exhales bullets in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 33 (6d10) force damage and 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one.
Lead Poisoning Breath. The dragon releases an airborne lead compound in a 30-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw. On a failed save, the creature is poisoned 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.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Lead Dragon’s Lair
A lead dragon lairs in mountain caves and underdark caves. It might collect minerals and ore and, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the stinking cloud spell. The fog lasts until initiative count 20 on the next round.
- A cannon fires at a creature the dragon can see within 120 feet of it. The creature must make a DC 18 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be deafened until the end of its next turn.
Regional Effects
The region containing a legendary Lead dragon’s lair is warped by the dragon’s magic.
- Ore veins within 6 miles of the dragons lair produce finer and more pure materials.
- Plants within 6 miles of the lair appear slightly withered and weak.
- Within its lair, the dragon can set various tinkered traps and alarms to alert itself to danger or halt a creature that is not welcome.
- Mundane items within the dragons lair tend to become slightly magical. This can include just radiating a magical aura under the detect magic or minor magical effects from the DMG page 143.
- Magical Items within the dragons lair have a chance to fail. Whenever a magic item is used, roll a d20. On a 1 the item catastrophically fails (dm discretion). On a 2-6 the items effect does not work. On a 7-19 the item works as normal. On a 20 the effect is amplified (dm discretion). Remember passive items kids.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
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