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.
Apparently a gold dragon has expertise in perception because that’s the only way I can feasibly reason why it’s perception score is 17 while insight, another wisdom score, is 10.
One could argue that since dragons are naturally magical beings that their claw and bite attacks could damage a kraken normally. Remember, typically speaking the monsters of D&D are meant to be fought by PC’s and not played by them, hence why most monsters that you’d think would have some kind of magical attack in their claws and teeth aren’t listed as such in their stat blocks. Exceptions of course are golems which PC’s might end up controlling more feasibly. Plus, an ancient gold dragon almost certainly has magical items in their hoards that would harm a kraken normally.
TL;DR: monsters fight players not other monsters, and an ancient gold dragon would still likely beat a kraken.
I agree. That sound like a lot of fun.
For the classes, I suggest going along with the alignment of the dragon. Lawful Good? Paladin. Chaotic Evil? Barbarian. Another good option is to do the exact opposite, or just choose something that doesn't make much sense at first, but makes sense when you think about it. A Golden Dragon Bard sounds fun, and could actually fit the vibe of an Ancient Golden Dragon quite well (plus, high Craisma). Maybe have a Red Dragon Druid, because the image of a giant, evil-looking, fire-breathing red dragon saving a dying houseplant seems so odd, it becomes intriguing.
I'm planning to transform my warlock into an 800-year-old adult gold dragon, so next year it becomes ancient. then i can always shape change back to my previous form, or be a big ol' pet/uber for the party
I was adding a gold dragon wyrmling as my mount is there a picture of a wyrmling I can look at or maybe a dicription
Can Ancient Gold Dragons use concealment magic?
Not what you asked, but here's a pic of a bronze dragon wyrmling.
https://www.dndbeyond.com/attachments/1/246/mmd16.png
One of my friends made a fighter who was deathly afraid of pineapples because of a gold dragon with green horns
I agree, that is a great Idea. I feel like I should do the same for my party (I am the DM), but... my players are all level 20. One of them is a level 20 Half-Orc Fighter. In two rounds, he can deal a minimum of 72 damage... and a maximum of 630 so... (I decided to throw the Tarrasque at him, He was reduced to 1 hp (All of his re-charge abilitys were used)... and the Tarrasque got killed)
you can add 20 levels by casting magic jar on it while it is in humanoid form
true polymorph a Cr 3+ creature into a gold dragon wyrmling, wait for it to become permanent, true-polymorph it into a commoner, cast magic jar and possess the commoner, drop concentration on true-polymorph, turn into a gold dragon wyrmling, cast time ravage on yourself to become an ancient gold dragon, and then cast greater restoration on yourself so you don't die of old age in 30 days. BOOM, you're now an ancient gold dragon with 20 warlock levels and your own charisma, intelligence, and wisdom scores.
"Lizards"!!? How DARE you, primate!!?
I run most of my dragons as having classes, though I don't always apply levels to their classes. I mostly determine what level they are as a spellcaster and tack on some class features. I leave the statblock otherwise more or less the same.
As far as magical resistance against their attacks, as extraordinary creatures of elemental essence I always treat their physical attacks as magical. When they're older they generally do get magical bonuses involving their elemental essences, so it makes more sense than treating their attacks as mundane.
Does anyone know what the L beside "Ancient Gold Dragon" means?
How long do Gold Dragons live for?
It means that it is a legendary creature
Sorry to be that one person 4 years later, but both bronze and blue dragons have lightning breath, meaning they would be the ones to shock the water and wait for their breath weapon to recharge. Bronze dragons have a swim speed of only 20 ft less than that of the Kraken and can fly. The bronze dragon can stay just out of range above the water and keep shocking the water. The Kraken may flee, meaning the dragon will have technically won the fight. Blue dragons could just hover as well - both bronze and blue dragons have immunity to lightning damage, meaning that they both have immunity to the krakens most powerful long range attack. The gold dragon, though it has a swim speed, has fire breath, meaning it would be harder for the gold dragon to kill than the bronze and blue dragons.
Wow, this is so poorly researched. You couldn't have found a less credible source if you had tried.
"Dragons are in fact cold blooded reptilian animals, and at the very least can be placed into the class Reptilia alongside snakes, crocodiles, and even tutles (sic). The question therefore is what order they belong to." (Dibbins. "The Taxonomy of Dragons." Speculative Research, 20 Nov. 1986, pp. 24-27.)