Huge Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 240 (21d10 + 125)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
26 (+8)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +8, CON +13, WIS +8, CHA +5
Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Damage Resistances Acid, Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Draconic
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage.

Aura of Madness. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Aura of Madness for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Balefire Breath. The corrupted dragon vomits forth liquid fire in a 50-foot line 15 feet wide. Each creature in that area must make a DC 19 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one. The area hit by the cone becomes difficult terrain and deals 2d8 fire damage each time a creature enters the area, or starts their turn in it. 

Corrupting Breath. The corrupted dragon exhales a miasma in a 30-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or roll a 1d6, gain one of the following mutations:

1-2: Gain an extra appendage capable of making an attack of 2d8 + strength slashing damage, or grappling the creature using its own Athletics score.

2-3: A third eye opens up in the targets forehead, giving it disturbing visions of worlds beyond comprehension. Creatures must make DC 15 concentration checks before casting a spell, the spell being wasted on a failure. 

5-6: A creature grows an additional leg that does not cooperate, halving movement speed and giving disadvantage on all dexterity checks and dexterity saves. 

Creatures can use an action to forcibly remove the extra limb with an attack. The attack automatically crits, and upon dealing 20 damage total to the limb/themselves, it is removed. 

A creature who is at 0 hit points automatically fails the save and rises as a Bagiennik under the Corrupted Gold Dragon's control. 

Legendary Actions

Bite. The dragon makes a bite attack.
Tentacle Burst (Costs 2 Actions). Tentacles reach through hidden slits in the Dragon's body and whirl around it chaotically. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5)
bludgeoning damage and be knocked prone. The dragon can
then teleport to an unoccupied space within 40 feet.

 

Lair and Lair Actions

A Gold Dragon’s Lair

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

Lair Actions

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:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Habitat: ForestGrasslandSwampUnderdark

Nex_Ado

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