Adamantine Body. Any critical hit against the dragon becomes a normal hit. Additionally, the dragons attacks deal double damage to objects and structures and count as adamantine. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: (3d10 + 8) piercing. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (3d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (3d8 + 8) bludgeoning damage. If the target is a creature, it must make a DC 22 (8 +Prof + Str) Strength saving throw or be knocked prone 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 17 (8 + Prof + Cha) 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. Blade Breath (Recharge 5-6). The dragon exhales a stream of adamantine blades in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 22 (8 + Prof + Str) Dexterity saving throw, taking 55 (10d10) slashing damage on a failed save, or half as much damage on a successful one. Any object or structure in the area takes 110 (20d10) slashing damage. In either case this damage counts as having come from an adamantine weapon for the proposes of overcoming resistances.
The Adult Adamantine 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 Adamantine Dragon regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Bulwark. The dragon gains resistance to a damage type of it's choice until the end of it's next turn. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 5 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 21 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Adamantine Dragons make their lairs in places with an abundance of exposed natural stone, weather by burrowing underground, into a mountains or by finding natural caverns. These lairs often include forges and enchanting stations, as the dragons feel a connection to their metals use in these fields.
The region containing a legendary adamantine dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
Adamantine Dragons do not naturally exist and can only occur as a product of injecting molten adamantine into a true dragon egg. They seek out isolated, rocky environments to settle.