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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) 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.
I have only been dm for a week and I want my wizard, cleric and 2 sidekicks (level2) to have a dragon wyrmling but the sidekicks are already really good (best move (can use once per long rest) 2d20 1d4!) what should I do - Thanks
Given their intelligence of 18 and wisdom of 17 they probably wouldn't shapeshift in such a place, though. :D
yeah also gold dragons like their solitude so they probley would not be out any way:D
DRUID and make it Aerosclughpalar The Mighty
It would most likely get completely squished into dragon guts.
IIRC around 4 thousand years or more.
What does it means with the breath weapons when it says recharge 5-6
it means that on each of its turns after the dragon uses you roll 1d6 and on a 5 or a 6 it recharges.
Probably like some kind of dwarf barbarian or something
Maybe a dwarf barbarian
You could always just have it as a pet and keep its stat block the same
Ironic that Gold Dragons are some of the least greedy dragons
Do keep in mind the dragon can polymorph into any humanoid or beast CR 24 or below, there might be something in there that gives it a way around the magic damage barrier.
Agreed
Is that mercer i hear doing the name?
Use its lair action to banish the tank and then make a partial TPK so that when the tank comes back its a 1v1 with one of the most powerful monsters in dnd
This creature is hyper-intelligent about as smart as a wizard who avoids a fight with him
I was just wondering the same thing.
I have a dragonborn paladin, and I think that Smite bite is going to be part of her vocab.
Actually it could polymorph into a kraken but would have more hit point therefore likely winning.
My group is running a level 20 module to steal a mcguffin from one of these guys, and OOC the wizard just told me he plans to permanently mindswap my character and the dragon then kill the dragon in my character's body... now I have to figure out how my LE highly disciplined fighter is going to respond to hearing that once it comes up IC.
I had one of these polymorph into a halfling and join the party (this was a pirate campaign btw) from the beginning of the campaign until they discovered something was magic about him, at which point they went on an adventure (partially influenced by the dragon) where they learned of how alignment works in the world, how even evil-aligned creatures can do acts of neutrality and even good, and how all kinds of creatures from incredibly rare intelligent undead to regular lawful good humanoids can co-exist, and they also gained a fair amount of gold and other information relating to elements from their backstories and the general world along the way. The dragon later revealed itself on a secluded island adventure, praising them for their good nature, and leaving them with a sizable amount of gold and a few magic items. It was fun, and the whole ordeal lasted from the first session, at level 1, until they were around level 12, and a solid few hundred hours in. The halfling's name was Frederick Goldfly, by the way, who acted as a fisherman and cook when they were at sea, and he was just an all around likeable guy who mostly kept to himself and watched over the ship, but would occasionally go with the party if they so wished. It was super fun, delicately showing and revealing parts about him that, if you knew he was a dragon, were blatantly obvious, but because they didn't, were just slightly odd to them. Going on those last two adventures were what pretty much cemented the campaign as a favorite, and now, after about half a year from the end of the campaign, where they explored many places and planes, from the simple but entertaining Feywild to the pan-elemental plane of ice, and ridding the world of worry from most of the evils that existed, I can definitely say I miss it.