Iron Dragon Species in Nrrpg | World Anvil
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Iron Dragon

Iron Dragons are the native Dragons of Niðavalier. They are associated with the element of fire. Their scales are made of various alloys that develop according to the dragon's diet, iron being the most common element on Niðavalier. In order to defend itself the Iron Dragon exhales a powerful combination of scrapped metal shards and intense heat.

Iron Dragon Wyrmling

Medium dragon, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 63 ( 8d8+24 )
Speed 30ft Fly: 60ft Burrow: 30ft

STR
19 +4
DEX
10 0
CON
17 +3
INT
12 +1
WIS
11 0
CHA
15 +2

Saving Throws Dex +2, Con +5, Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Resistances bludgeoning, slashing and piercing damage from mundane weapons
Damage Immunities fire
Senses blindsight 10 ft., darkvision 120 ft.
Languages Draconic
Challenge 3


Heated Body. A creature that touches the dragon or hits it with a melee attack while within 5 ft. of it takes 3 ( 1d6 ) fire damage.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 ( 1d10+4 ) piercing damage plus 3 ( 1d6 ) fire damage.

Blazing Shards (Recharge 5-6). The dragon exhales super heated shrapnel in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 ( 7d6 ) fire/piercing damage on a failed save, or half as much damage on a successful one.


 

Young Iron Dragon

Large dragon, chaotic neutral
Armor Class 18 (natural armor)
Hit Points 136 ( 13d10+65 )
Speed 40ft Fly: 80ft Burrow: 40ft

STR
23 +6
DEX
10 0
CON
21 +5
INT
14 +2
WIS
11 0
CHA
19 +4

Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Resistances bludgeoning, slashing and piercing damage from mundane weapons
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft.
Languages Draconic
Challenge 9


Heated Body. A creature that touches the dragon or hits it with a melee attack while within 5 ft. of it takes 3 ( 1d6 ) fire damage.


Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 ( 2d10+6 ) piercing damage plus 3 ( 1d6 ) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 ( 2d6+6 ) slashing damage.

Blazing Shards (Recharge 5-6). The dragon exhales super heated shrapnel in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 ( 16d6 ) fire/piercing damage on a failed save, or half as much damage on a successful one. All metal objects in the area become glowing red-hot for 1 round. Any creature in physical contact with the object takes 9 ( 2d8 ) fire damage on their turn. If a creature is holding or wearing the object and takes damage from it, the creature must make a DC 17 Constitution saving throw or drop the object if it can. If it doesn't drop the object it has disadvantage on attack rolls and ability checks until the start of it's next turn.


 

Adult Iron Dragon

Huge dragon, chaotic neutral
Armor Class 19 (natural armor)
Hit Points 256 ( 19d12+133 )
Speed 40ft Fly: 80ft Burrow: 40ft

STR
27 +8
DEX
10 0
CON
25 +7
INT
16 +3
WIS
13 +1
CHA
21 +5

Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +13, Stealth +6
Damage Resistances bludgeoning, slashing and piercing damage from mundane weapons
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft.
Languages Draconic
Challenge 16


Heated Body. A creature that touches the dragon or hits it with a melee attack while within 5 ft. of it takes 7 ( 2d6 ) fire damage.

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


Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 ( 2d10+8 ) piercing damage plus 7 ( 2d6 ) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 ( 2d6+8 ) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 ( 2d8+8 ) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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.

Blazing Shards (Recharge 5-6). The dragon exhales super heated shrapnel in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 ( 18d6 ) fire/piercing damage on a failed save, or half as much damage on a successful one. All metal objects in the area become glowing red-hot for 1 minute. Any creature in physical contact with the object takes 18 ( 4d8 ) fire damage on their turn every turn they remain in contact with it. If a creature is holding or wearing the object and takes damage from it, the creature must make a DC 21 Constitution saving throw or drop the object if it can. If it doesn't drop the object it has disadvantage on attack rolls and ability checks until the start of it's next turn.


 

Legendary Actions

The adult iron 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 adult iron 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 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 ( 2d6+8 ) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 ( 6d6 ) fire damage on a failed save, or half as much damage on a successful one.

A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.



Ancient Iron Dragon

Gargantuan dragon, chaotic neutral
Armor Class 22 (natural armor)
Hit Points 546 ( 28d20+252 )
Speed 40ft Fly: 80ft Burrow: 40ft

STR
30 +10
DEX
10 0
CON
29 +9
INT
18 +4
WIS
15 +2
CHA
23 +6

Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Perception +16, Stealth +7
Damage Immunities fire, bludgeoning, slashing and piercing damage from mundane weapons
Senses blindsight 60 ft., darkvision 120 ft.
Languages Draconic
Challenge 23


Heated Body. A creature that touches the dragon or hits it with a melee attack while within 5 ft. of it takes 14 ( 4d6 ) fire damage.

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


Actions

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: +17 to hit, reach 15 ft., one target. Hit: 21 ( 2d10+10 ) piercing damage plus 14 ( 4d6 ) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 ( 2d6+10 ) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 ( 2d8+10 ) bludgeoning damage.

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.

Blazing Shards (Recharge 5-6). The dragon exhales super heated shrapnel in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 ( 26d6 ) fire/piercing damage on a failed save, or half as much damage on a successful one. All metal objects in the area become glowing red-hot for 1 minute. Any creature in physical contact with the object takes 27 ( 6d8 ) fire damage on their turn every turn they remain in contact with it. If a creature is holding or wearing the object and takes damage from it, the creature must make a DC 24 Constitution saving throw or drop the object if it can. If it doesn't drop the object it has disadvantage on attack rolls and ability checks until the start of it's next turn.


 

Legendary Actions

The ancient iron 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 ancient iron 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 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 ( 2d6+10 ) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 ( 6d6 ) fire damage on a failed save, or half as much damage on a successful one.

A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.


Basic Information

Ecology and Habitats

Subterranian

Dietary Needs and Habits

Various ores

Additional Information

Uses, Products & Exploitation

Niðav hunt them for precious materials and enforced servitude.

Civilization and Culture

Major Language Groups and Dialects

Draconiðav
Genetic Ancestor(s)
Scientific Name
draconis sapien ferrous
Lifespan
Undetermined
Body Tint, Colouring and Marking
Iron (scales)

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