Medium Dragon, Neutral Good
Armor Class 17 natural armor
Hit Points 70 (8d8 + 30)
Speed 30 ft., burrow 15 ft., fly 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws DEX +2, CON +5, WIS +2, CHA +4
Skills Perception +4, Stealth +2
Damage Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

White Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Time Stop Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lair and Lair Actions

An Adamintine Dragon’s Lair

The stench of evil is quickly snuffed when one enters their domain, even the most vile of demons would not attempt to step into such a holy ground. Life grows more abundantly under the watchful care of the dragon and animals become large and plump. Many who live in such areas receive good fortunes as the divine flames from the dragon purge the area of malevolent forces.

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:

  • A spot of dirt within 120 feet of the dragon grows earthen tendrils from the ground that work to halt the movement of escaping quarries. Any creature within 20 feet of the spot must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet and knocked prone.
  • A divine, white flame falls from the sky to burn away evil in a 20-foot-radius sphere centered on a point within 120 of the dragon. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. Fiends and undead make this saving throw with disadvantage.
  • Time is altered for all creatures in a 15-foot-radius sphere centered on a point within 60 feet of the dragon. Each creature in that area must succeed on a DC 15 Wisdom saving throw or be affected as if by a slow spell until initiative count 20 on the next round.

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:

  • Animals and vegetation grow twice as fast within 6 miles of the lair.
  • All non-magical flames within 6 miles of the lair ignore resistance to fire damage.
  • Spots of slowed time within 1 mile of the lair can freeze creatures in place. The first creature to enter a spot must succeed a DC 15 Wisdom save or be paralyzed for 1 minute, completely unaware of the movement of time around it until the effect wears off.

If the dragon dies, these effects end immediately.

Habitat: MountainUnderdark

Morial

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