Gargantuan Dragon, Lawful Good
Armor Class 21 (natural armor)
Hit Points 392 (24d20 + 192)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
28 (+9)
DEX
14 (+2)
CON
27 (+8)
INT
20 (+5)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +8, CON +14, WIS +8, CHA +13
Skills Arcana +10, Insight +10, Perception +17, Persuasion +16
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic, Elvish
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The dragon can breathe air and water.

Expert Divination. When Alocath casts a divination spell of 2nd level or higher using a spell slot, a creature within 30 ft of his choice regains one expended spell slot. The slot he regains must be of a level lower than the spell you cast and can’t be higher than 5th level.

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

Spellcasting. The archmage is an 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +910 to hit with spell attacks). The archmage has the following wizard spells prepared:

Cantrips (at will): control flames, gust, mold earth, prestidigitation, shocking grasp

1st level (4 slots): burning hands, detect magic, identify, mage armor, magic missileshield

2nd level (3 slots): arcane lock, Arcanist's Magic Aura, Jolos's Private Library

3rd level (3 slots): clairvoyance, major image, sendingtongues

4th level (3 slots): fabricate

5th level (2 slots): legend lore, scrying, telepathic bond, teleportation circle

6th level (1 slot): guards and wards

7th level (1 slot): Etherealness, magnificent mansion, simulacrum

8th level (1 slot): telepathy

Actions

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: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 23 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 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 69 (12d10+3) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 75-foot cone. Each creature in that area must succeed on a DC 22 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

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.

Reactions

Portent (3 times long rest). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Legendary Actions

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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Before wizards, before Kyrosh, before divination could even be taught. Alocath existed. He is a Gold Dragon, the most powerful and majestic of the metallic dragons, and a dedicated foe of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

Devourer of Knowledge. Gold dragons can eat just about anything, but Alocath has become obsessed with learning knowledge to "sate himself". He consumes regular food normally.

Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Alocath has not mated, he has so far dedicated himself to knowledge, saving such option for his twilight years.

Polymorphed Appearance. While in a humanoid form, Alocath often takes the form of an elf; he mimics his draconic appearance, with sweeping blonde hair and flowing golden robes like a silk poncho that ripples as he moves. His elven appearance explains his ageless history and only a handful of people know his secret. He typically takes the physical stats of 16 strength, 20 dexterity and 12 constitution although as he retains his mental stats and hit points, this physical form does not disadvantage him much.

Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it. Unlike many other dragons, Alocath shares his hoard; knowledge, although he is keen to never lose his original copy of books and spells.

Lair and Lair Actions

The School of Divination

This gold dragons make his homes on the island in the Atrean basin. This islands sports a vast mansion, on a shimmering mist-shrouded island. The dragon is near permanently polymorphed, allowing him to come and go when he pleases.

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. Divination students on the island often converse with their archmage in their sleep, advancing their studies.
  • 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: ForestGrassland

Khrux

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