Burrower. The dragon can burrow through nonmagical, unworked earth and stone, leaving a 15 ft. diameter tunnel in its wake.
Iron Resolve. The dragon has advantage on saving throws against being frightened or charmed.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Metal Body. Attacks that deal lightning damage have advantage to hit the dragon and it has disadvantage on saving throws against spells and effects that deal lightning damage.
Solid Footing. The dragon is immune to nonmagical difficult terrain.
Action Name. 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: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Iron Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. In addition, nonmagical armor worn by the target is partly smashed and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
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 21 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
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 (Costs 1 Action). The dragon makes a Wisdom (Perception) check.
Tail Attack (Costs 1 Action). The dragon makes an iron tail attack.
Earthquake (Costs 3 Actions). The dragon innately casts the earthquake spell (Save DC 15) centered on itself. The dragon is immune to the effects of this spell.
Description
Often referred to as a mountain dragon, as this is its preferred territory. Iron dragons are fiercely territorial compared to other dragons. It spends its time patrolling its territory, amassing its treasure hoard by taxing those who wish to pass through or dwell within its territory. Notably, the iron dragon does not have wings and prefers to walk upright on two legs, using its large tail to balance itself.
Lair and Lair Actions
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. The effects last until initiative count 20 on the next turn:
- 2 fissures open in points on the ground the dragon can see within 120 ft. of it. Each is 30 feet deep, 10 feet wide, and 60 ft. long. A creature standing on a spot where a fissure opens must succeed on a DC 15 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. When the effect ends, the fissures close. A creature caught in one of these fissures when it closes must make a DC 15 Strength saving throw. Taking 21 (6d6) bludgeoning damage and becoming restrained on a failed save or taking half damage and avoiding all other effects on a successful one.
- The ground in a 150 ft. radius circle centered on the dragon becomes difficult terrain.
- A 30 ft. radius area that the dragon can see within 150 ft. of it becomes quicksand. Quicksand is difficult terrain. When the quicksand appears, each creature standing in its area must succeed on a DC 15 Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become restrained.
Regional Effects
The mountain range containing a legendary iron dragon’s lair is especially treacherous, which creates one or more of the following effects:
- When deviating from paths, the terrain is especially difficult.
- Trespassers often meet their fate in rock and mud slides.
- Thick clouds blanket the mountain, obscuring paths and potential hazards.
If the dragon dies, these effects fade over the course of 3d12 days.
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