Iron Dragon
Iron Dragon Wyrmling
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
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
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
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
Dietary Needs and Habits
Additional Information
Uses, Products & Exploitation
Civilization and Culture
Major Language Groups and Dialects
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