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.
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.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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.
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.
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.
Why is this just mechanically stronger than the Adult Red Dragon? I thought they were meant to be comparable
His name is Archion and I love him!
The only differences are a little bite damage on the red, a little breath damage on the gold, and the fact that gold dragons have a secondary breath weapon that probably isn’t as good as fire anyway because gold dragons fly. They have the same ac, hp, to hit, save dc, and weapon damage other than the 2d6 fire damage on red’s bite. They are comparable
The secondary breath weapon of gold dragons seems… not great. Especially compared to its brass, copper, and silver cousins. When running a gold dragon, maybe make its breath weapon stronger by not allowing repeated saves on the creature’s turn.
What level party of 4 do you think could take this?
I feel like the Weakening Breath should also reduce damage dealt by Strength-based attacks or something.
I don’t like there moustaches
I've had so much fun loosely adapting the Dragon Heist campaign for my party of thieves. (Semi-spoilers about the plot of that campaign will follow, although I did heavily alter things. If you're playing that campaign or plan to in the future, maybe don't read on.)
I came up with a solution for why Aurinax, an adult gold dragon, was going along with Dagult's plot, something that seems a bit out of character even in exchange for the Dragon Staff. I solved this by creating a subplot around the Dragon Staff itself, creating some backstory that Maaril the Dragon Mage and Dagult Neverember were clandestine allies and friends back when Maaril was still in Waterdeep. My version of the Staff leans hard on the "you can use it to influence dragons" feature; in the backstory I created, Aurinax has his mind slowly corrupted by the influence of Maaril using the Dragon Staff. By the time Maaril leaves Waterdeep and gives the Staff to Dagult, Aurinax is firmly evil and completely down with helping Dagult steal the money. (Still in exchange for the Staff, of course.)
My players were pretty excited and pleased with themselves when they figured out that Aurinax was actually evil. I'd seeded some rumors about the town's famous gold dragon not being seen for the last 3 years, so they were already curious about what was going on there. They're close to figuring out that he's guarding the stolen gold they're looking for... which is why I'm looking up the stat block today. ;)
Can I use the breath weapon if I become a dragon using the 9th level Shapechange spell? If so, then how? Is it once per turn or once per fight? How does it recharge?
Even though Gold Dragons Weakening Breath Weapon affects victims' Strength, it should still be a Dexterity Save to avoid/overcome its effects. It makes no sense for it to be a Strength Save. MAYBE a Constitution Save, but most likely a Dexterity Save.
this is me
Got to operate one of these after drinking a potion… really sick really fun
Probably at least lvl 15