Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Adamantine Scales. Critical hits are reduced to normal hits.
Adamantine Weapons. The dragon's weapon attacks are adamantine. Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. (XGtE pg.78)
Adamantine Attacks. Bite, Claw, and Tail.
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: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 72 (22d6) fire damage on a failed save, or half as much damage on a successful one.
Time stop Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 22 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.
Change Shape. 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.
The 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
An Adamantine 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.
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