Hailing from a world where dragons were formed from the molten metals of their homeworld, the searing heat and constant exposure to the magnetic power of the planet's core have made these dragons take on a similar trait. Hatred for the gods that did this to them makes them more inherently chaotic, even for other dragons. Magnetar dragons will attack constructs on sight, as they remind them of their creators. Gargantuan dragon, chaotic neutral Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magnetic Aura. The dragon exudes a field in a 90-foot radius around it. Any ranged attack made in the aura that uses ammunition made wholly or partly from metal has disadvantage on the attack roll unless it targets the dragon. While the magnetic field is active, any attack made against the dragon with a metal weapon automatically hits, though the weapon becomes stuck to the dragon after impact. A creature holding onto a metal weapon is restrained while holding onto it. A creature wearing metal armour or holding a metal weapon in the field must make a DC 23 Strength saving throw at the start of their turn, being pulled 15 feet towards the dragon on a failed save. A successful dispel magic (DC 20) cast on the dragon suppresses this ability until the end of the dragon's next turn. Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft. Multiattack. The dragon can use its Magnetic Presence. It then makes three attacks; two with its claws and one with its bite. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit 18 (2d8 + 9) slashing damage Magnetic Presence. Each creature within 120 feet of the dragon that has metal armour, weapons or equipment must make a DC 23 Strength saving throw, being pushed 30 feet away from the dragon on a failed save, or 15 feet on a successful one. Upon using this ability the dragon can change its abilities to push/pull creatures and objects instead of pulling/pushing them. Using this ability again sets the abilities to their default. Magnetic Breath (Recharge 5-6). The dragon exhales magnetic energy in a 120-foot line that is 15 feet wide. Each creature in that line that has metal armour or equipment must make a DC 23 Dexterity saving throw, taking 88 (16d10) bludgeoning, piercing or slashing damage on a failed save, or half as much damage on a successful one (the dragon gets to choose the damage type upon using this ability). 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. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes 1 tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must make a DC 20 Strength saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.Magnetar Dragon
Ancient Magnetar Dragon
STR
DEX
CON
INT
WIS
CHA
29 (+9)
13 (+1)
27 (+8)
18 (+4)
17 (+3)
21 (+5)
Actions
Legendary Actions
Adult Magnetar Dragon
Huge dragon, chaotic neutral
- Armor Class 19 (natural armour)
- Hit Points 300 (24d12 + 144)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
- Saving Throws Dex +6, Con +11, Wis +7, Cha +9
- Skills Perception +12, Stealth +6
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 16 (13,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magnetic Aura. The dragon exudes a field in a 60-foot radius around it. Any ranged attack made in the aura that uses ammunition made wholly or partly from metal has disadvantage on the attack roll unless it targets the dragon.. While the magnetic field is active, any attack made against the dragon with a metal weapon automatically hits, though the weapon becomes stuck to the dragon after impact. A creature holding onto a metal weapon is restrained while holding onto it. A creature wearing metal armour or holding a metal weapon in the field must make a DC 19 Strength saving throw at the start of their turn, being pulled 10 feet towards the dragon on a failed save. A successful dispel magic (DC 17) cast on the dragon suppresses this ability until the end of the dragon's next turn.
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Multiattack. The dragon can use its Magnetic Presence. It then makes three attacks; two with its claws and one with its bite.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 16 (2d8 + 7) slashing damage
Magnetic Presence. Each creature within 120 feet of the dragon that has metal armour, weapons or equipment must make a DC 19 Strength saving throw, being pushed 30 feet away from the dragon on a failed save, or 15 feet on a successful one. Upon using this ability the dragon can change its abilities to push/pull creatures and objects instead of pulling/pushing them. Using this ability again sets the abilities to their default.
Magnetic Breath (Recharge 5-6). The dragon exhales magnetic energy in a 90-foot line that is 15 feet wide. Each creature in that line that has metal armour or equipment must make a DC 16 Dexterity saving throw, taking 66 (12d10) bludgeoning, piercing or slashing damage on a failed save, or half as much damage on a successful one (the dragon gets to choose the damage type upon using this ability).
Legendary Actions
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. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes 1 tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must make a DC 20 Strength saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon flaps its wings and sends tiny metal shards flying in all directions. All creatures within 30 feet of the dragon must make a DC 17 Dexterity or Constitution saving throw (the creature;s choice), taking 11 (1d10 + 5) slashing damage and becoming blinded until the start of their next turn on a failed save.
- The dragon casts spike growth. The spikes are metal and therefore aren't hidden. This effect lasts at initiative count 20 at the next round.
Regional Effects
The region containing a legendary magnetar dragon's lair is warped by the dragon's presence, which creates one or more of the following effects:
- All metal objects within 1 mile of the dragon's lair move slightly when not held or secured.
- All creatures within 1 mile of the dragon's lair that have any metal components (such as constructs, warforged or creatures with prosthetic limbs) feel an uncomfortable pressure in the places with metal.
- Elementals that have an association with metal or fire feel compelled to seek out and remain near the dragon's lair when within 6 miles of it.
Young Magnetar Dragon
Large dragon, lawful evil
- Armor Class 16 (natural armour)
- Hit Points 190 (20d8 + 80)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 18 (+4) 15 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +4, Con +8, Wis +5, Cha +7
- Skills Perception +9, Stealth +4
- Damage Resistances bludgeoning, slashing and piercing damage
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 9 (5,000 XP)
Magnetic Aura. The dragon exudes a field in a 30-foot radius around it. Any ranged attack made in the aura that uses ammunition made wholly or partly from metal has disadvantage on the attack roll; if the attack misses, the ammunition becomes stuck to the dragon. Any ranged attack made in the aura that uses ammunition made wholly or partly from metal has disadvantage on the attack roll unless it targets the dragon. While the magnetic field is active.
Any attack made against the dragon with a metal weapon automatically hits, though the weapon becomes stuck to the dragon after impact. A creature holding onto a metal weapon is restrained while holding onto it. A creature wearing metal armour or holding a metal weapon in the field must make a DC 16 Strength saving throw at the start of their turn, being pulled 5 feet towards the dragon on a failed save. A successful dispel magic (DC 15) cast on the dragon suppresses this ability until the end of the dragon's next turn.
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Magnetic Breath (Recharge 5-6). The dragon exhales magnetic energy in a 60-foot line that is 15 feet wide. Each creature in that line that has metal armour or equipment must make a DC 16 Dexterity saving throw, taking 55 (10d10) bludgeoning, piercing or slashing damage on a failed save, or half as much damage on a successful one (the dragon gets to choose the damage type upon using this ability).
Magnetar Dragon Wyrmling
Medium dragon, lawful evil
- Armor Class 15 (natural armour)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
- Saving Throws Dex +2, Con +4, Wis +2, Cha +4
- Skills Perception +4, Stealth +2
- Damage Resistances bludgeoning, slashing and piercing damage
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 3 (700 XP)
Magnetic Aura. The dragon exudes a field in a 10-foot radius around it. Any ranged attack made in the aura that uses ammunition made wholly or partly from metal has disadvantage on the attack roll unless it targets the dragon.
While the magnetic field is active, any attack made against the dragon with a metal weapon automatically hits, though the weapon becomes stuck to the dragon after impact. A creature holding onto a metal weapon is restrained while holding onto it. A successful dispel magic (DC 12) cast on the dragon suppresses this ability until the end of the dragon's next turn.
Spacefarer. The dragon doesn't require air or sleep, and can go up to 10 years without food or drink. When not subjected to gravity, the dragon's speed becomes 5280 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Magnetic Breath (Recharge 5-6). The dragon exhales magnetic energy in a 30-foot line that is 5 feet wide. Each creature in that line that has metal armour or equipment must make a DC 12 Dexterity saving throw, taking 22 (4d10) bludgeoning, piercing or slashing damage on a failed save, or half as much damage on a successful one (the dragon gets to choose the damage type upon using this ability).