Huge Dragon, Lawful Good
Armor Class 21 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +8, CON +13, WIS +8, CHA +13
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 19 (22,000 XP)
Proficiency Bonus +6
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.

radiant absorption

Should the dragon take radiant damage they instead heal health equal to the amount of damage they would have taken.

light refraction

As an action, the dragon can cause all cretures affected by the gem encrusting breath to take 2d8 radiant damage.

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: +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 21 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 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

gem encrusting breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 dexterity saving throw or have disadvantage on dexterity-based attack rolls, dexterity checks, and dexterity 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.Affected creatures are also vunerable to radiant damage.

Reactions

slicing gems 

as a reaction to becoming the target a melee attack the dragon can give the attack disadvantage.If the attack still hits the attacker takes 1d6 slashing damage.

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 10 feet of the dragon must succeed on a DC 22 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

A Gold Dragon’s Lair

Gold dragon gem feasters prefer to live in places of splendor and wealth with plenty of gold and gems to eat.Some may live in palaces,others abandoned mines and some even sunken merchant or pirate ships.

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.
  • Gems grow from the floor in a 30ft cone the area becomes difficult terrain and creatures that fall prone in it take 2d6 piercing damage.

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:

  • creatures in the area become enraptured with greed and gluttony 
  • 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 chaotic creatures are near the dragon or other non-chaotic 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.

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2021 12:25:07 PM
11
2
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Habitat: ForestGrassland

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