Iron Dragons
Iron Dragons
Iron Dragons
A truly massive creature, even by draconic standards, the iron dragon stands
i mperious and imposing over all who draw near. The creature’s wings stretch far
and wide, connecting at its hulking shoulders and running down the length of its
body. Its scales gleam with a brilliant metallic grey and its beady red eyes cut
through the darkness of night. Atop the dragon's head are three swept back horns,
each ending in a pointed tip.
ulers Scorned.There once was a time when iron dragons ruled vast
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kingdoms and commanded respect from all other creatures, even other dragons. Due
to countless wars and a gradual decline in their society, the iron dragons were
toppled from their place at the top. Now, under the guidance of their great sovereign,
the iron dragons seek to reinstate their position as the uncontested rulers of the
realm.
The Iron Wars.The final conflict that brought downthe kingdom of ferrous
dragons, whom the iron dragons ruled, was a conflict that lasted several centuries
and came to be known as the iron wars. During this time of unrelenting conflict
between the dominant ferrous dragon species, things shifted when the nickel dragons
switched sides to fight on behalf of the great iron dragon, Gruaghlothor. This quickly
ended the war and drove many ferrous dragons into extinction or obscurity. When
questioned on what happened to these other dragon species, most ferrous dragons
remain silent on the subject.
Ferrous Hierarchy.Iron dragons sit at the top ofthe ferrous dragon
hierarchy. Beyond their own internal hierarchy used to dictate commands among
their own kind, they also rule over chrome, cobalt, tungsten, and nickel dragons.
Each ferrous dragon species has their own sovereign, an exceptionally powerful great
wyrm who speaks for their kind. At the top of the iron dragon’s chain of command is
a dragon known as the Iron Sovereign.
Lair Actions
n initiative count 20 (losing initiative ties), the dragon takes a lair action to cause
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one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon’s lair attempts to claim a creature as its own, transforming them
into a statue made of solid iron. A single living creature within 60 feet of the
dragon must succeed on a DC 15 Constitution Saving Throw or become
restrained as its flesh begins to turn to iron. A restrained creature must make
a second saving throw at the end of their next turn, becoming petrified and
turned into solid iron on a failure.
- Any metal being worn or carried by a creature the dragon can see within 120
feet starts to glow red-hot. Any creature in contact with the metal objects takes
2d8 fire damage. In the case of a metal object being held, the creature holding
the object must succeed on a DC 15 Constitution Saving Throw to avoid
dropping the object at their feet.
Regional Effects
he region containing a legendary iron dragon’s lair is warped by the dragon’s magic,
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which creates one or more of the following effects:
- Iron deposits become abundant in any nearby mountains or rock areas.
- Living creatures may feel slow and sluggish when spending elongated periods
of time near the lair. Anytime a creature takes a long rest within 10 miles of
the dragon's lair they must succeed on a DC 10 Constitution Saving Throw at
the start of the day or gain one level of exhaustion.
- The dragon is able to sense non-precious metals present within 25 miles of its
lair. This allows it to find valuable deposits of metal deep underground, and
enables the dragon to know the location of any creatures wearing armor made
of such materials near its home.
I f the dragon dies, all regional effects disperse instantly, however any existing iron
ore deposits remain.
Proficiency Bonus+2
Actions
ite.
B
Melee Weapon Attack:+7 to hit, reach 5 ft., one creature.
Hit:11 (1d12 + 5) piercing damage.
reath Weapon (Recharge 5-6).
B
The dragon uses one of the following breath weapons;
- leeping Breath.The dragon exhales gas in a 15-footcone. Each creature in that
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area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1d6
rounds, or until they take damage, or someone uses an action to shake or slap them
awake.
- park Breath.The dragon exhales brilliant sparksin a 15-foot cone. Each creature
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in that area must make a DC 13 Dexterity saving throw, taking 11 (2d10) fire damage
and 11 (2d10) lightning damage on a failed save, or half as much damage on a
successful one.
hange Shape.
C
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).
I n 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.
Actions
ultiattack.
M
The dragon makes three attacks: one with its bite and two with its claws.
ite.
B
Melee Weapon Attack:+11 to hit, reach 10 ft., onecreature.
Hit:20 (2d12 + 7) piercing damage.
law.
C
Melee Weapon Attack:+11 to hit, reach 5 ft., onecreature.
Hit:16 (2d8 + 7) slashing damage.
- leeping Breath.The dragon exhales gas in a 30-footcone. Each creature in that
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area must succeed on a DC 17 Constitution saving throw or fall unconscious for 2d6
rounds, or until they take damage, or someone uses an action to shake or slap them
awake.
- park Breath.The dragon exhales brilliant sparksin a 30-foot cone. Each creature
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in that area must make a DC 17 Dexterity saving throw, taking 27 (5d10) fire damage
and 27 (5d10) lightning damage on a failed save, or half as much damage on a
successful one.
hange Shape.
C
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.
Proficiency Bonus+6
Traits
egendary Resistance (3/Day).
L
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
ultiattack.
M
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws.
ite.
B
Melee Weapon Attack:+15 to hit, reach 10 ft., onecreature.
Hit:22 (2d12 + 9) piercing damage.
law.
C
Melee Weapon Attack:+15 to hit, reach 5 ft., onecreature.
Hit:18 (2d8 + 9) slashing damage.
ail.
T
Melee Weapon Attack:+15 to hit, reach 15 ft., onecreature.
Hit:16 (2d10 + 9) bludgeoning damage.
rightful Presence.
F
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.
- leeping Breath.The dragon exhales gas in a 60-footcone. Each creature in that
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area must succeed on a DC 21 Constitution saving throw or fall unconscious for 2d8
rounds, or until they take damage, or someone uses an action to shake or slap them
awake.
- park Breath.The dragon exhales brilliant sparksin a 60-foot cone. Each creature
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in that area must make a DC 21 Dexterity saving throw, taking 33 (6d10) fire damage
and 33 (6d10) lightning damage on a failed save, or half as much damage on a
successful one.
hange Shape.
C
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.
Legendary Actions
he dragon can take 3 legendary actions, choosing from the options below. Only one
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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.
etect.
D
The dragon makes a Wisdom (Perception) check.
ail Attack.
T
The dragon makes a tail attack.
Proficiency Bonus+8
Traits
egendary Resistance (3/Day).
L
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
ultiattack.
M
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and
two with its claws.
ite.
B
Melee Weapon Attack:+18 to hit, reach 10 ft., onecreature.
Hit:23 (2d12 + 10) piercing damage.
law.
C
Melee Weapon Attack:+18 to hit, reach 5 ft., onecreature.
Hit:19 (2d8 + 10) slashing damage.
ail.
T
Melee Weapon Attack:+18 to hit, reach 15 ft., onecreature.
Hit:17 (2d10 + 10) bludgeoning damage.
rightful Presence.
F
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it
must succeed on a DC 24 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.
- leeping Breath.The dragon exhales gas in a 60-footcone. Each creature in that
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area must succeed on a DC 24 Constitution saving throw or fall unconscious for 3d8
rounds, or until they take damage, or someone uses an action to shake or slap them
awake.
- park Breath.The dragon exhales brilliant sparksin a 60-foot cone. Each creature
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in that area must make a DC 24 Dexterity saving throw, taking 38 (7d10) fire damage
and 38 (7d10) lightning damage on a failed save, or half as much damage on a
successful one.
hange Shape.
C
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.
Legendary Actions
he dragon can take 3 legendary actions, choosing from the options below. Only one
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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.
etect.
D
The dragon makes a Wisdom (Perception) check.
ail Attack.
T
The dragon makes a tail attack.