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A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8855975" data-attributes="member: 6915329"><p>Here’s the last of the ferrous dragons: the <strong>iron dragon</strong>. Unlike other ferrous dragons, or indeed, unlike most dragons that aren’t metallic, iron dragons are shapeshifters and has two quite different breath weapons (as opposed to the chrome dragons, who basically had cold breath 1 and cold breath 2). They're the biggest and toughest of the ferrous dragons--definite rivals to reds and golds--and they believe that dragons are the rightful rulers of the world. But they <em>also </em>believe that they need to fully understand humanoids before they take over. Is it because they subscribe to Know Thy Enemy, or because they want to have thorough history books that "accurately" describe how barbaric the world used to be before they took over and brought draconic peace? Up to you guys.</p><p></p><p>After this, it's back to regular monsters for a while.</p><p></p><p>[ATTACH=full]269417[/ATTACH]</p><p>Art by James Zhang</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Iron Dragon (Ferrous)</span></span></strong></p><p>The Dragon’s Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356</p><p>Created by Jason M. Walker, Kevin Baase, and Eric Jansing</p><p></p><p>Iron dragons are among the most powerful of all dragons and are certainly the most powerful ferrous dragon. There are sturdily built, with short limbs and wide wings, and a heavy, shovel-shaped head. They have large plates, almost like shark fins or axe blades, on their heads and running down their necks and backs. When first hatched, their scales are matte black, but as they age, they become shinier and more metallic. The gleam turns into silver highlights until eventually the dragon’s scales look like moonlight reflecting on a rippling pool. Ancient iron dragons begin to get dark reddish splotches and streaks on their wings, as if they were rusting. As they age, their pupils fade until they look like glowing orange pools of molten metal.</p><p></p><p>Iron dragons are represent the strength and durability of iron and are immovably stubborn. Once an iron dragon makes up its mind, very little, besides the most strongly compelling evidence, will change it.</p><p></p><p><strong><em>Knowledge-Seekers</em></strong>. Much like metallic dragons, iron dragons are shapeshifters. In humanoid form, they often take the form of scholar-knights—traveling warriors and sages. They travel more than nearly any other type of dragon, seeking to learn more about humanoid cultures. While this is partially to fill their insatiable curiosity, their travels have another purpose: iron dragons believe that dragons (of any and all breeds) are supposed to be the true rulers of the world, and also that they need to learn more about the world and the power and lifestyle of humanoids in order for dragons to be able to take their rightful place as rulers. A humanoid or other intelligent creature that enters an iron dragon’s lair is usually captured rather than killed, so that the dragon can interrogate it and learn what it knows. It may let the humanoid go afterwards, or it may eat it, depending on how useful the humanoid was, how it treated the dragon (they aren’t above letting people flatter them), and how hungry the dragon is.</p><p></p><p><strong><em>Mountains and Mines.</em></strong> Iron dragons enjoy eating raw iron and prefer it to any other form of food. They scrape what ore they can out of their mountain and underground lairs, and are fiercely competitive with dwarfs and other mining creatures. They are content to bully them miners of their iron ore rather than kill them and take it from their corpses.</p><p></p><p>Iron dragons and red dragons nearly always attack each other on sight. Iron dragons usually get the best of these fights. The two breeds are matched evenly in physical combat, but iron dragons are immune to the red dragons’ breath weapon, while the super-heated sparks that make up the irons’ breath are both fire and lightning, and red dragons are not invulnerable to lightning.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana or History check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Iron dragons are creatures of both fire and lightning and breathe spark-filled flame. The most powerful of them can turn a person into an iron statue with but a glance.</p><p></p><p><strong>DC 15.</strong> While iron dragons lair in mountains, they are rarely found there. They prefer to travel in a humanoid guise and learn about other cultures.</p><p></p><p><strong>DC 20.</strong> These dragons believe that <em>all </em>dragons are naturally superior to all other creatures and deserve to be the true rulers of the world.</p><p></p><p><strong><span style="font-size: 18px">Monster Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> hill, mountains</p><p></p><p><strong>CR 5-10</strong> iron dragon wyrmling with minstrel; 2 iron dragon wyrmlings</p><p><strong><em>Treasure:</em></strong> 5,000 sp, bloodstone (50 gp), map of a distant land (100 gp), <em>bag of holding, eyes of charming, scrolls of animate dead </em>and <em>nondetection</em></p><p></p><p><strong>CR 11-16</strong> young iron dragon; young iron dragon with knight, priest, or mountain dwarf defender</p><p><strong><em>Treasure:</em></strong> 200 gp, 800 ep, 4,000 sp, amber (100 gp), emerald (1,000 gp), book which leads to the discovery of a rare 2nd-level spell, masterpiece portrait of a long-dead queen, <em>potion of animal friendship, spells scrolls of rope trick </em>and <em>water breathing</em></p><p></p><p><strong>CR 17-22</strong> adult iron dragon; adult iron dragon with knight or priest</p><p><strong><em>Treasure:</em></strong> 700 pp, 5,000 gp, 3 emeralds (1,000 gp), yellow sapphire earrings (2,500 gp), gem-studded gold goblet that once belonged to a dwarf king (2,500), gold idol of a god of history (2,500 gp), <em>+2 bastard sword, brazier of commanding fire elementals, </em>2 <em>potions of greater healing, spell scroll of geas</em></p><p></p><p><strong>CR 23-30</strong> ancient iron dragon; adult iron dragon with flame-spitting statue; adult iron dragon with stone colossus</p><p><strong><em>Treasure:</em></strong> 1,100 pp, 8,000 gp, diamond (5,000 gp), jacinth (5,000 gp), deed to a local fort, tome of magical theory which leads to the discovery of a rare 5th-level spell, chess set made from crystal and gold (7,500 gp), vial of purple worm poison, <em>+3 breastplate, cloak of the bat, figurine of wondrous power (onyx dog), marvelous pigments</em></p><p></p><p><strong>CR 31+</strong> iron great wyrm; ancient iron dragon with iron guardian or 2 shield guardians</p><p><strong><em>Treasure:</em></strong> 1,750 pp, 9,000 gp, 7 diamonds (5,000 gp each), ancient history tome stolen ages ago from the royal elven library (7,500 gp), gem-studded gold crown (7,500 gp), tome of magical theory that leads to the discovery of a rare 6th-level spell, <em>how to make fiends and influence people, 2 liquid lucks, potion of speed, scrap of forbidden text, </em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. Compass needles swing wildly.</p><p>2. Huge chunks of a stone wall have been torn out; with a DC 15 Intelligence check, someone knowledgeable in mining or metallurgy will realize that the stone had once had a vein or iron or in it.</p><p>3. Locals tell of a mysterious figure who watches them but never speaks to anyone.</p><p>4. Extremely rich veins of pure iron.</p><p>5. Miners delivering tribute.</p><p>6. A chunk of iron. With a DC 15 Engineering or Nature check: it’s actually a scale.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. In humanoid form, interviewing people in a village in order to write an ethnography.</p><p>2. Approaches the party; demands to interview them.</p><p>3.Watching from a distance; gathering information.</p><p>4. Subtly manipulating a major event (a war or peace talks) so that one side comes out ahead.</p><p>5. Angered; will attack on sight.</p><p>6. Traveling; uninterested in talking to anyone and will attack if bothered.</p><p></p><p><strong><span style="font-size: 18px">Iron Dragon Lair Features</span></strong></p><p>The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features:</p><p></p><p>1. The lair is filled with thick smoke, like the air in a forge, which lightly obscures the entire lair. The dragon’s vision is not hindered by the smoke.</p><p>2. The walls of the dragon’s lair are jagged stone. Any time the dragon hits a creature within 5 feet of a wall with a tail attack, the creature takes an additional 5 (1d10) piercing damage.</p><p>3. The air in the dragon’s lair is filled with burning cinders. On first entering the lair and every hour thereafter, a creature without fire resistance or immunity must make a Constitution saving throw, gaining a level of fatigue on a failure.</p><p>4. The lair is home to guardian statues with <em>magic mouths </em>on them that ask riddles or demand information. Creatures who don’t answer are attacked.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Dialiolth, Isambard, Pyrite, Qaashild, Silvershale</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Chromium Dragon Spellcasters</span></span></strong></p><p>Some chrome dragons develop the ability to innately cast spells. A cobalt dragon’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories.</p><p></p><p><strong>Young (save DC 13):</strong> 3/day each: <em>heat metal, stone shape</em></p><p><strong>Adult (save DC 15):</strong> 3/day each: <em>detect thoughts, wall of fire</em></p><p><strong>Ancient (save DC 18):</strong> 1/day each: <em>legend lore, wall of stone</em></p><p><strong>Great Wyrm (save DC 18):</strong> 1/day: <em>meteor storm</em></p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Ancient Iron Dragon</span></span></strong></p><p><strong>Legendary Gargantuan Dragon</strong></p><p>Challenge 26 (90,000 XP)</p><p><strong>AC</strong> 22 (natural armor)</p><p><strong>HP</strong> 448 (23d20+207; bloodied 224)</p><p><strong>Speed</strong> 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 30 (+10) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 28 (+9)</p><p><strong>INT</strong> 19 (+4) <strong>WIS</strong> 19 (+4) <strong>CHA</strong> 21 (+5)</p><p></p><p><strong>Proficiency</strong> +8</p><p><strong>Maneuver DC</strong> 26</p><p><strong>Saving Throws</strong> Dex +10, Con +17, Wis +12, Cha +13</p><p><strong>Skills</strong> Culture +12 (+ 1d6), Deception +13, History +12 (+1d6), Perception +12 (+1d6), Persuasion +13, Stealth +12</p><p><strong>Damage Immunities</strong> fire, lightning</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 23</p><p><strong>Languages</strong> Common, Draconic, three more</p><p><strong><em>Dull Blade. </em></strong>A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>When the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales rust and flake away. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 1,000 feet.</p><p><strong><em>Spark. </em></strong>A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 14 (4d6) lightning damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Slag.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +18 to hit, reach 15 ft., one target. <em>Hit: </em>32 (4d10+10) piercing damage plus 9 (2d8) fire damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +18 to hit, reach 10 ft., one target. <em>Hit: </em>28 (4d8+10) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +18 to hit, reach 20 ft., one target. <em>Hit: </em>23 (3d8+10) bludgeoning damage, and the dragon pushes the target 10 feet away.</p><p><strong><em>Bastard Sword (Humanoid Form Only). </em></strong><em>Melee Weapon Attack:</em> +18 to hit, reach 5 ft., one target. <em>Hit: </em>12 (1d8+8) slashing damage, or 13 (1d10+8) if wielded in two hands.</p><p><strong><em>Spit Slag. </em></strong>The dragon targets one creature within 60 feet, forcing it to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Molten iron pools in a 5-foot square occupied by the creature and remains hot for 1 round. The creature takes 22 (4d10) fire damage. If it is still in that space at the start of its next turn, it is grappled (escape DC 26).</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong>• Iron Sparks.</strong> The dragon exhales super-heated sparks of electricity in a 90-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 40 (9d8) fire damage and 40 (9d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 9 (2d8) ongoing fire damage. A creature can use an action to end the ongoing damage.</p><p><strong><strong>• </strong>Sleep Breath.</strong> The dragon exhales sleep gas in a 90-foot cone. Each creature in the area must make a DC 25 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.</p><p><strong><em>Change Shape. </em></strong>The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or born by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Spit Slag, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can only attack with its bastard sword.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Parrying (Humanoid Form Only). </em></strong>If the dragon is wielding a melee weapon and can see its attacker, it adds 8 to its AC against one melee attack that would hit it.</p><p><strong><em>Tail Attack. </em></strong>When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Analyze.</em></strong> The dragon evaluates one creature it can see within 60 feet of it. It learns the creature’s culture and national origin (if any), its class, resistances, immunities, and vulnerabilities. The creature’s next attack roll against the dragon is made with disadvantage.</p><p><strong><em>Roar.</em></strong> Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.</p><p><strong><em>Wing Attack.</em></strong> The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Ancient Iron Dragon Variant: Iron Great Wyrm</span></span></strong></p><p>The iron great wyrm is an elite monster, equivalent to two CR 26 monsters (180,000 XP). It has 896 (46d20+414; bloodied 448) hit points. It has the following trait:</p><p></p><p><strong><em>Solid Iron (1/Day). </em></strong>When the dragon is first bloodied, it immediately recharges its breath weapon and its scales begin to glow red-hot. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 10 (3d6) fire damage.</p><p></p><p>The dragon has the following additional legendary actions, which it can only use while bloodied:</p><p></p><p><strong><em>Elite Recovery. </em></strong>The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while it is unconscious or incapacitated.</p><p><strong><em>Mortal Terror (Gaze). </em></strong>A creature within 120 feet must make a saving throw against Roar, even if it has already successfully saved within the past 24 hours.</p><p><strong><em>Dragon Breath (Costs 2 Actions). </em></strong>The dragon uses its breath weapon.</p><p><strong><em>Flesh to Iron (1/Day; Gaze). </em></strong>The dragon targets a creature within 90 feet. If the creature can see the dragon’s eyes, it must make a DC 25 Constitution saving throw. If it rolls a natural 1 on the save, it is petrified and turned into a statue made of iron. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature must repeat the save at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrifaction can be removed with <em>greater restoration </em>or similar powerful magic.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Adult Iron Dragon</span></span></strong></p><p><strong>Legendary Huge Dragon</strong></p><p>Challenge 20 (25,000 XP)</p><p><strong>AC</strong> 20 (natural armor)</p><p><strong>HP</strong> 310 (23d12+161; bloodied 155)</p><p><strong>Speed</strong> 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 27 (+8) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 26 (+7)</p><p><strong>INT</strong> 17 (+3) <strong>WIS</strong> 17 (+3) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Proficiency</strong> +6</p><p><strong>Maneuver DC</strong> 22</p><p><strong>Saving Throws</strong> Dex +8, Con +13, Wis +9, Cha +10</p><p><strong>Skills</strong> Culture +9 (+ 1d6), Deception +10, History +9 (+1d6), Perception +9 (+1d6), Persuasion +10, Stealth +8</p><p><strong>Damage Immunities</strong> fire, lightning</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 22</p><p><strong>Languages</strong> Common, Draconic, one more</p><p><strong><em>Dull Blade. </em></strong>A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.</p><p><strong><em>Legendary Resistance (3/Day). </em></strong>When the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales rust and flake away. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 1,000 feet.</p><p><strong><em>Spark. </em></strong>A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 7 (2d6) lightning damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Slag.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit: </em>24 (3d10+8) piercing damage plus 4 (1d8) fire damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 5 ft., one target. <em>Hit: </em>21 (3d8+8) slashing damage.</p><p><strong><em>Tail. </em></strong><em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit: </em>21 (3d8+8) bludgeoning damage, and the dragon pushes the target 10 feet away.</p><p><strong><em>Bastard Sword (Humanoid Form Only). </em></strong><em>Melee Weapon Attack:</em> +18 to hit, reach 5 ft., one target. <em>Hit: </em>12 (1d8+8) slashing damage, or 13 (1d10+8) if wielded in two hands.</p><p><strong><em>Spit Slag. </em></strong>The dragon targets one creature within 60 feet, forcing it to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Molten iron pools in a 5-foot square occupied by the creature and remains hot for 1 round. The creature takes 22 (4d10) fire damage. If it is still in that space at the start of its next turn, it is grappled (escape DC 26).</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong><strong>• </strong>Iron Sparks.</strong> The dragon exhales super-heated sparks of electricity in a 60-foot cone. Each creature in the area must make a DC 21 Dexterity saving throw, taking 31 (7d8) fire damage and 31 (7d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 4 (1d8) ongoing fire damage. A creature can use an action to end the ongoing damage.</p><p><strong><strong>• </strong>Sleep Breath.</strong> The dragon exhales sleep gas in a 60-foot cone. Each creature in the area must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.</p><p><strong><em>Change Shape. </em></strong>The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or born by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Spit Slag, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can only attack with its bastard sword.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Parrying (Humanoid Form Only). </em></strong>If the dragon is wielding a melee weapon and can see its attacker, it adds 6 to its AC against one melee attack that would hit it.</p><p><strong><em>Tail Attack. </em></strong>When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.</p><p></p><p><strong><u>Legendary Actions</u></strong></p><p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.</p><p></p><p><strong><em>Analyze.</em></strong> The dragon evaluates one creature it can see within 60 feet of it. It learns the creature’s culture and national origin (if any), its class, resistances, immunities, and vulnerabilities. The creature’s next attack roll against the dragon is made with disadvantage.</p><p><strong><em>Roar.</em></strong> Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.</p><p><strong><em>Wing Attack.</em></strong> The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Young Iron Dragon</span></span></strong></p><p><strong>Large Dragon</strong></p><p>Challenge 12 (8,400 XP)</p><p><strong>AC</strong> 20 (natural armor)</p><p><strong>HP</strong> 195 (17d10+102; bloodied 97)</p><p><strong>Speed</strong> 40 ft., climb 40 ft., fly 80 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 15 (+2) <strong>WIS</strong> 15 (+2) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 18</p><p><strong>Saving Throws</strong> Dex +8, Con +13, Wis +9, Cha +10</p><p><strong>Skills</strong> Culture +6 (+1d6), Deception +7, History +6 (+1d6), Perception +6 (+1d6), Persuasion +7, Stealth +6</p><p><strong>Damage Immunities</strong> fire, lightning</p><p><strong>Senses</strong> blindsight 60 ft., darkvision 120 ft., passive Perception 19</p><p><strong>Languages</strong> Common, Draconic</p><p><strong><em>Dull Blade. </em></strong>A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 500 feet.</p><p><strong><em>Spark. </em></strong>A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 3 (1d6) lightning damage.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The dragon attacks once with its bite and twice with its claws.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>22 (3d10+6) piercing damage plus 4 (1d8) fire damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>15 (2d8+6) slashing damage.</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong><strong>• </strong>Iron Sparks.</strong> The dragon exhales super-heated sparks of electricity in a 30-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 2 (1d4) ongoing fire damage. A creature can use an action to end the ongoing damage.</p><p><strong><strong>• </strong>Sleep Breath.</strong> The dragon exhales sleep gas in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Iron Dragon Wyrmling</span></span></strong></p><p><strong>Medium Dragon</strong></p><p>Challenge 4 (1,150 XP)</p><p><strong>AC</strong> 18 (natural armor)</p><p><strong>HP</strong> 102 (10d8+40; bloodied 51)</p><p><strong>Speed</strong> 30 ft., climb 30 ft., fly 60 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 13 (+1) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Saving Throws</strong> Dex +4, Con +6, Wis +3, Cha +4</p><p><strong>Skills</strong>, Deception +4, Perception +3, Persuasion +4, Stealth +4</p><p><strong>Damage Immunities</strong> fire, lightning</p><p><strong>Senses</strong> blindsight 30 ft., darkvision 60 ft., passive Perception 14</p><p><strong>Languages</strong> Draconic</p><p><strong><em>Dull Blade. </em></strong>A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage.</p><p><strong><em>Smell Metal. </em></strong>The dragon can locate by scent coins and ores within 500 feet.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit: </em>15 (2d10+4) piercing damage.</p><p><strong><em>Breath Weapons (Recharge 5-6).</em></strong> The dragon uses one of the following breath weapons:</p><p><strong>• Iron Sparks.</strong> The dragon exhales super-heated sparks of electricity in a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 13 (3d8) fire damage and 13 (3d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 2 (1d4) ongoing fire damage. A creature can use an action to end the ongoing damage.</p><p><strong>• Sleep Breath.</strong> The dragon exhales sleep gas in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8855975, member: 6915329"] Here’s the last of the ferrous dragons: the [B]iron dragon[/B]. Unlike other ferrous dragons, or indeed, unlike most dragons that aren’t metallic, iron dragons are shapeshifters and has two quite different breath weapons (as opposed to the chrome dragons, who basically had cold breath 1 and cold breath 2). They're the biggest and toughest of the ferrous dragons--definite rivals to reds and golds--and they believe that dragons are the rightful rulers of the world. But they [I]also [/I]believe that they need to fully understand humanoids before they take over. Is it because they subscribe to Know Thy Enemy, or because they want to have thorough history books that "accurately" describe how barbaric the world used to be before they took over and brought draconic peace? Up to you guys. After this, it's back to regular monsters for a while. [ATTACH type="full" alt="1670796110079.png"]269417[/ATTACH] Art by James Zhang [B][SIZE=6][COLOR=rgb(65, 168, 95)]Iron Dragon (Ferrous)[/COLOR][/SIZE][/B] The Dragon’s Bestiary, Dragon Magazine #170; and Ferrous Dragons, Dragon Magazine #356 Created by Jason M. Walker, Kevin Baase, and Eric Jansing Iron dragons are among the most powerful of all dragons and are certainly the most powerful ferrous dragon. There are sturdily built, with short limbs and wide wings, and a heavy, shovel-shaped head. They have large plates, almost like shark fins or axe blades, on their heads and running down their necks and backs. When first hatched, their scales are matte black, but as they age, they become shinier and more metallic. The gleam turns into silver highlights until eventually the dragon’s scales look like moonlight reflecting on a rippling pool. Ancient iron dragons begin to get dark reddish splotches and streaks on their wings, as if they were rusting. As they age, their pupils fade until they look like glowing orange pools of molten metal. Iron dragons are represent the strength and durability of iron and are immovably stubborn. Once an iron dragon makes up its mind, very little, besides the most strongly compelling evidence, will change it. [B][I]Knowledge-Seekers[/I][/B]. Much like metallic dragons, iron dragons are shapeshifters. In humanoid form, they often take the form of scholar-knights—traveling warriors and sages. They travel more than nearly any other type of dragon, seeking to learn more about humanoid cultures. While this is partially to fill their insatiable curiosity, their travels have another purpose: iron dragons believe that dragons (of any and all breeds) are supposed to be the true rulers of the world, and also that they need to learn more about the world and the power and lifestyle of humanoids in order for dragons to be able to take their rightful place as rulers. A humanoid or other intelligent creature that enters an iron dragon’s lair is usually captured rather than killed, so that the dragon can interrogate it and learn what it knows. It may let the humanoid go afterwards, or it may eat it, depending on how useful the humanoid was, how it treated the dragon (they aren’t above letting people flatter them), and how hungry the dragon is. [B][I]Mountains and Mines.[/I][/B] Iron dragons enjoy eating raw iron and prefer it to any other form of food. They scrape what ore they can out of their mountain and underground lairs, and are fiercely competitive with dwarfs and other mining creatures. They are content to bully them miners of their iron ore rather than kill them and take it from their corpses. Iron dragons and red dragons nearly always attack each other on sight. Iron dragons usually get the best of these fights. The two breeds are matched evenly in physical combat, but iron dragons are immune to the red dragons’ breath weapon, while the super-heated sparks that make up the irons’ breath are both fire and lightning, and red dragons are not invulnerable to lightning. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana or History check, the characters can learn the following: [B]DC 10.[/B] Iron dragons are creatures of both fire and lightning and breathe spark-filled flame. The most powerful of them can turn a person into an iron statue with but a glance. [B]DC 15.[/B] While iron dragons lair in mountains, they are rarely found there. They prefer to travel in a humanoid guise and learn about other cultures. [B]DC 20.[/B] These dragons believe that [I]all [/I]dragons are naturally superior to all other creatures and deserve to be the true rulers of the world. [B][SIZE=5]Monster Encounters[/SIZE] [I]Terrain:[/I][/B] hill, mountains [B]CR 5-10[/B] iron dragon wyrmling with minstrel; 2 iron dragon wyrmlings [B][I]Treasure:[/I][/B] 5,000 sp, bloodstone (50 gp), map of a distant land (100 gp), [I]bag of holding, eyes of charming, scrolls of animate dead [/I]and [I]nondetection[/I] [B]CR 11-16[/B] young iron dragon; young iron dragon with knight, priest, or mountain dwarf defender [B][I]Treasure:[/I][/B] 200 gp, 800 ep, 4,000 sp, amber (100 gp), emerald (1,000 gp), book which leads to the discovery of a rare 2nd-level spell, masterpiece portrait of a long-dead queen, [I]potion of animal friendship, spells scrolls of rope trick [/I]and [I]water breathing[/I] [B]CR 17-22[/B] adult iron dragon; adult iron dragon with knight or priest [B][I]Treasure:[/I][/B] 700 pp, 5,000 gp, 3 emeralds (1,000 gp), yellow sapphire earrings (2,500 gp), gem-studded gold goblet that once belonged to a dwarf king (2,500), gold idol of a god of history (2,500 gp), [I]+2 bastard sword, brazier of commanding fire elementals, [/I]2 [I]potions of greater healing, spell scroll of geas[/I] [B]CR 23-30[/B] ancient iron dragon; adult iron dragon with flame-spitting statue; adult iron dragon with stone colossus [B][I]Treasure:[/I][/B] 1,100 pp, 8,000 gp, diamond (5,000 gp), jacinth (5,000 gp), deed to a local fort, tome of magical theory which leads to the discovery of a rare 5th-level spell, chess set made from crystal and gold (7,500 gp), vial of purple worm poison, [I]+3 breastplate, cloak of the bat, figurine of wondrous power (onyx dog), marvelous pigments[/I] [B]CR 31+[/B] iron great wyrm; ancient iron dragon with iron guardian or 2 shield guardians [B][I]Treasure:[/I][/B] 1,750 pp, 9,000 gp, 7 diamonds (5,000 gp each), ancient history tome stolen ages ago from the royal elven library (7,500 gp), gem-studded gold crown (7,500 gp), tome of magical theory that leads to the discovery of a rare 6th-level spell, [I]how to make fiends and influence people, 2 liquid lucks, potion of speed, scrap of forbidden text, [/I] [B][SIZE=5]Signs[/SIZE][/B] 1. Compass needles swing wildly. 2. Huge chunks of a stone wall have been torn out; with a DC 15 Intelligence check, someone knowledgeable in mining or metallurgy will realize that the stone had once had a vein or iron or in it. 3. Locals tell of a mysterious figure who watches them but never speaks to anyone. 4. Extremely rich veins of pure iron. 5. Miners delivering tribute. 6. A chunk of iron. With a DC 15 Engineering or Nature check: it’s actually a scale. [B][SIZE=5]Behavior[/SIZE][/B] 1. In humanoid form, interviewing people in a village in order to write an ethnography. 2. Approaches the party; demands to interview them. 3.Watching from a distance; gathering information. 4. Subtly manipulating a major event (a war or peace talks) so that one side comes out ahead. 5. Angered; will attack on sight. 6. Traveling; uninterested in talking to anyone and will attack if bothered. [B][SIZE=5]Iron Dragon Lair Features[/SIZE][/B] The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following lair features: 1. The lair is filled with thick smoke, like the air in a forge, which lightly obscures the entire lair. The dragon’s vision is not hindered by the smoke. 2. The walls of the dragon’s lair are jagged stone. Any time the dragon hits a creature within 5 feet of a wall with a tail attack, the creature takes an additional 5 (1d10) piercing damage. 3. The air in the dragon’s lair is filled with burning cinders. On first entering the lair and every hour thereafter, a creature without fire resistance or immunity must make a Constitution saving throw, gaining a level of fatigue on a failure. 4. The lair is home to guardian statues with [I]magic mouths [/I]on them that ask riddles or demand information. Creatures who don’t answer are attacked. [B][SIZE=5]Names[/SIZE][/B] Dialiolth, Isambard, Pyrite, Qaashild, Silvershale [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Chromium Dragon Spellcasters[/SIZE][/COLOR][/B] Some chrome dragons develop the ability to innately cast spells. A cobalt dragon’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories. [B]Young (save DC 13):[/B] 3/day each: [I]heat metal, stone shape[/I] [B]Adult (save DC 15):[/B] 3/day each: [I]detect thoughts, wall of fire[/I] [B]Ancient (save DC 18):[/B] 1/day each: [I]legend lore, wall of stone[/I] [B]Great Wyrm (save DC 18):[/B] 1/day: [I]meteor storm[/I] [B][SIZE=7][COLOR=rgb(65, 168, 95)]Ancient Iron Dragon[/COLOR][/SIZE] Legendary Gargantuan Dragon[/B] Challenge 26 (90,000 XP) [B]AC[/B] 22 (natural armor) [B]HP[/B] 448 (23d20+207; bloodied 224) [B]Speed[/B] 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 30 (+10) [B]DEX[/B] 14 (+2) [B]CON[/B] 28 (+9) [B]INT[/B] 19 (+4) [B]WIS[/B] 19 (+4) [B]CHA[/B] 21 (+5) [B]Proficiency[/B] +8 [B]Maneuver DC[/B] 26 [B]Saving Throws[/B] Dex +10, Con +17, Wis +12, Cha +13 [B]Skills[/B] Culture +12 (+ 1d6), Deception +13, History +12 (+1d6), Perception +12 (+1d6), Persuasion +13, Stealth +12 [B]Damage Immunities[/B] fire, lightning [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 23 [B]Languages[/B] Common, Draconic, three more [B][I]Dull Blade. [/I][/B]A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage. [B][I]Legendary Resistance (3/Day). [/I][/B]When the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales rust and flake away. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 1,000 feet. [B][I]Spark. [/I][/B]A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 14 (4d6) lightning damage. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Slag. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +18 to hit, reach 15 ft., one target. [I]Hit: [/I]32 (4d10+10) piercing damage plus 9 (2d8) fire damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +18 to hit, reach 10 ft., one target. [I]Hit: [/I]28 (4d8+10) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +18 to hit, reach 20 ft., one target. [I]Hit: [/I]23 (3d8+10) bludgeoning damage, and the dragon pushes the target 10 feet away. [B][I]Bastard Sword (Humanoid Form Only). [/I][/B][I]Melee Weapon Attack:[/I] +18 to hit, reach 5 ft., one target. [I]Hit: [/I]12 (1d8+8) slashing damage, or 13 (1d10+8) if wielded in two hands. [B][I]Spit Slag. [/I][/B]The dragon targets one creature within 60 feet, forcing it to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Molten iron pools in a 5-foot square occupied by the creature and remains hot for 1 round. The creature takes 22 (4d10) fire damage. If it is still in that space at the start of its next turn, it is grappled (escape DC 26). [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B]• Iron Sparks.[/B] The dragon exhales super-heated sparks of electricity in a 90-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 40 (9d8) fire damage and 40 (9d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 9 (2d8) ongoing fire damage. A creature can use an action to end the ongoing damage. [B][B]• [/B]Sleep Breath.[/B] The dragon exhales sleep gas in a 90-foot cone. Each creature in the area must make a DC 25 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it. [B][I]Change Shape. [/I][/B]The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or born by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Spit Slag, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can only attack with its bastard sword. [B][U]Reactions[/U] [I]Parrying (Humanoid Form Only). [/I][/B]If the dragon is wielding a melee weapon and can see its attacker, it adds 8 to its AC against one melee attack that would hit it. [B][I]Tail Attack. [/I][/B]When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it. [B][U]Legendary Actions[/U][/B] The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Analyze.[/I][/B] The dragon evaluates one creature it can see within 60 feet of it. It learns the creature’s culture and national origin (if any), its class, resistances, immunities, and vulnerabilities. The creature’s next attack roll against the dragon is made with disadvantage. [B][I]Roar.[/I][/B] Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours. [B][I]Wing Attack.[/I][/B] The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Ancient Iron Dragon Variant: Iron Great Wyrm[/SIZE][/COLOR][/B] The iron great wyrm is an elite monster, equivalent to two CR 26 monsters (180,000 XP). It has 896 (46d20+414; bloodied 448) hit points. It has the following trait: [B][I]Solid Iron (1/Day). [/I][/B]When the dragon is first bloodied, it immediately recharges its breath weapon and its scales begin to glow red-hot. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 10 (3d6) fire damage. The dragon has the following additional legendary actions, which it can only use while bloodied: [B][I]Elite Recovery. [/I][/B]The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while it is unconscious or incapacitated. [B][I]Mortal Terror (Gaze). [/I][/B]A creature within 120 feet must make a saving throw against Roar, even if it has already successfully saved within the past 24 hours. [B][I]Dragon Breath (Costs 2 Actions). [/I][/B]The dragon uses its breath weapon. [B][I]Flesh to Iron (1/Day; Gaze). [/I][/B]The dragon targets a creature within 90 feet. If the creature can see the dragon’s eyes, it must make a DC 25 Constitution saving throw. If it rolls a natural 1 on the save, it is petrified and turned into a statue made of iron. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature must repeat the save at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrifaction can be removed with [I]greater restoration [/I]or similar powerful magic. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Adult Iron Dragon[/COLOR][/SIZE] Legendary Huge Dragon[/B] Challenge 20 (25,000 XP) [B]AC[/B] 20 (natural armor) [B]HP[/B] 310 (23d12+161; bloodied 155) [B]Speed[/B] 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 27 (+8) [B]DEX[/B] 14 (+2) [B]CON[/B] 26 (+7) [B]INT[/B] 17 (+3) [B]WIS[/B] 17 (+3) [B]CHA[/B] 18 (+4) [B]Proficiency[/B] +6 [B]Maneuver DC[/B] 22 [B]Saving Throws[/B] Dex +8, Con +13, Wis +9, Cha +10 [B]Skills[/B] Culture +9 (+ 1d6), Deception +10, History +9 (+1d6), Perception +9 (+1d6), Persuasion +10, Stealth +8 [B]Damage Immunities[/B] fire, lightning [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 22 [B]Languages[/B] Common, Draconic, one more [B][I]Dull Blade. [/I][/B]A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage. [B][I]Legendary Resistance (3/Day). [/I][/B]When the dragon fails a saving throw, it can choose to succeed instead. When it does so, some of its scales rust and flake away. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 1,000 feet. [B][I]Spark. [/I][/B]A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 7 (2d6) lightning damage. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can Spit Slag. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 10 ft., one target. [I]Hit: [/I]24 (3d10+8) piercing damage plus 4 (1d8) fire damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 5 ft., one target. [I]Hit: [/I]21 (3d8+8) slashing damage. [B][I]Tail. [/I][/B][I]Melee Weapon Attack:[/I] +14 to hit, reach 15 ft., one target. [I]Hit: [/I]21 (3d8+8) bludgeoning damage, and the dragon pushes the target 10 feet away. [B][I]Bastard Sword (Humanoid Form Only). [/I][/B][I]Melee Weapon Attack:[/I] +18 to hit, reach 5 ft., one target. [I]Hit: [/I]12 (1d8+8) slashing damage, or 13 (1d10+8) if wielded in two hands. [B][I]Spit Slag. [/I][/B]The dragon targets one creature within 60 feet, forcing it to make a DC 25 Dexterity saving throw. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage on a failed save, or half as much on a success. Molten iron pools in a 5-foot square occupied by the creature and remains hot for 1 round. The creature takes 22 (4d10) fire damage. If it is still in that space at the start of its next turn, it is grappled (escape DC 26). [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B][B]• [/B]Iron Sparks.[/B] The dragon exhales super-heated sparks of electricity in a 60-foot cone. Each creature in the area must make a DC 21 Dexterity saving throw, taking 31 (7d8) fire damage and 31 (7d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 4 (1d8) ongoing fire damage. A creature can use an action to end the ongoing damage. [B][B]• [/B]Sleep Breath.[/B] The dragon exhales sleep gas in a 60-foot cone. Each creature in the area must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it. [B][I]Change Shape. [/I][/B]The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or born by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Spit Slag, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can only attack with its bastard sword. [B][U]Reactions[/U] [I]Parrying (Humanoid Form Only). [/I][/B]If the dragon is wielding a melee weapon and can see its attacker, it adds 6 to its AC against one melee attack that would hit it. [B][I]Tail Attack. [/I][/B]When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it. [B][U]Legendary Actions[/U][/B] The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. [B][I]Analyze.[/I][/B] The dragon evaluates one creature it can see within 60 feet of it. It learns the creature’s culture and national origin (if any), its class, resistances, immunities, and vulnerabilities. The creature’s next attack roll against the dragon is made with disadvantage. [B][I]Roar.[/I][/B] Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours. [B][I]Wing Attack.[/I][/B] The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed. * [B][COLOR=rgb(65, 168, 95)][SIZE=7]Young Iron Dragon[/SIZE][/COLOR] Large Dragon[/B] Challenge 12 (8,400 XP) [B]AC[/B] 20 (natural armor) [B]HP[/B] 195 (17d10+102; bloodied 97) [B]Speed[/B] 40 ft., climb 40 ft., fly 80 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 14 (+2) [B]CON[/B] 22 (+6) [B]INT[/B] 15 (+2) [B]WIS[/B] 15 (+2) [B]CHA[/B] 16 (+3) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 18 [B]Saving Throws[/B] Dex +8, Con +13, Wis +9, Cha +10 [B]Skills[/B] Culture +6 (+1d6), Deception +7, History +6 (+1d6), Perception +6 (+1d6), Persuasion +7, Stealth +6 [B]Damage Immunities[/B] fire, lightning [B]Senses[/B] blindsight 60 ft., darkvision 120 ft., passive Perception 19 [B]Languages[/B] Common, Draconic [B][I]Dull Blade. [/I][/B]A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 500 feet. [B][I]Spark. [/I][/B]A creature that hits the dragon with a melee weapon attack using a metal weapon for the first time on its turn takes 3 (1d6) lightning damage. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The dragon attacks once with its bite and twice with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]22 (3d10+6) piercing damage plus 4 (1d8) fire damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]15 (2d8+6) slashing damage. [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B][B]• [/B]Iron Sparks.[/B] The dragon exhales super-heated sparks of electricity in a 30-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 2 (1d4) ongoing fire damage. A creature can use an action to end the ongoing damage. [B][B]• [/B]Sleep Breath.[/B] The dragon exhales sleep gas in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it. * [B][SIZE=7][COLOR=rgb(65, 168, 95)]Iron Dragon Wyrmling[/COLOR][/SIZE] Medium Dragon[/B] Challenge 4 (1,150 XP) [B]AC[/B] 18 (natural armor) [B]HP[/B] 102 (10d8+40; bloodied 51) [B]Speed[/B] 30 ft., climb 30 ft., fly 60 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 14 (+2) [B]CON[/B] 18 (+4) [B]INT[/B] 13 (+1) [B]WIS[/B] 12 (+1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 14 [B]Saving Throws[/B] Dex +4, Con +6, Wis +3, Cha +4 [B]Skills[/B], Deception +4, Perception +3, Persuasion +4, Stealth +4 [B]Damage Immunities[/B] fire, lightning [B]Senses[/B] blindsight 30 ft., darkvision 60 ft., passive Perception 14 [B]Languages[/B] Draconic [B][I]Dull Blade. [/I][/B]A nonmagical weapon made of metal that successfully hits the dragon, or a magical weapon made of metal that rolls a critical failure when attacking the dragon, dents on the dragon’s iron scales and takes a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, a nonmagical weapon is destroyed and a magical weapon becomes nonmagical until it is fixed. Metal nonmagical ammunition is destroyed after dealing damage. [B][I]Smell Metal. [/I][/B]The dragon can locate by scent coins and ores within 500 feet. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +10 to hit, reach 5 ft., one target. [I]Hit: [/I]15 (2d10+4) piercing damage. [B][I]Breath Weapons (Recharge 5-6).[/I][/B] The dragon uses one of the following breath weapons: [B]• Iron Sparks.[/B] The dragon exhales super-heated sparks of electricity in a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 13 (3d8) fire damage and 13 (3d8) lightning damage on a failed save or half damage on a success. A creature that fails its save also takes 2 (1d4) ongoing fire damage. A creature can use an action to end the ongoing damage. [B]• Sleep Breath.[/B] The dragon exhales sleep gas in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw or fall unconscious for 10 minutes, or until it takes damage or someone uses an action to wake it. [/QUOTE]
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