Gargantuan Dragon, Lawful Good
Armor Class 22 Natural armor
Hit Points 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws DEX +9, CON +16, WIS +10, CHA +16
Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Thunder
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 27
Languages Aquan, Celestial, Common, Draconic, Elvish
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious. The dragon can breathe air and water.

Draconic Sense. Dragons such as Netraja has advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on hearing, sight, smells, and taste. If a dragon makes an ability check to determine currency value of an object, their proficiency bonus is doubled.

Dragons can know if there is an aberration, celestial, elemental, fey, fiend, humanoid, monstrosity, undead, or other fellow dragon within 1 mile of the dragon, as well as where the creature is located if it within 60 of them. Similarly, dragons know if there is a place or object within 30 feet them that has been magically consecrated or desecrated.

The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Innate Spellcasting. Netraja's spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: clairvoyancedetect magicdivinationlightning boltlocate creature, protection from evil and good, sugestionthunderous smite, water breathing 
1/day each: chain lightning, conjure celestial, control weather, demiplane, forcecage, mind blank, sunburst, teleport, whirlwind

Legendary Resistance (3/Day). If Netraja fails a saving throw, he can choose to succeed instead.

Magic Resistance. Netraja has advantage on saving throws against spells and other magical effects.

Magic Weapons. Netraja's weapon attacks are magical.

Spellcasting. Netraja is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Netraja has following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, mendingmessageprestidigitation
1st level (4 slots): absorb elementdetect magicmagic missileshield 
2nd level (3 slots): enlarge/reduce, detect thoughtinvisibility 
3rd level (3 slots): counterspell, dispel magichaste
4th level (3 slots): arcane eyedimension doorfire shield
5th level (3 slots): Bigby's handscryingsynaptic static
6th level (2 slots): disintegratetrue seeing
7th level (2 slots): etherealnesssymbol
8th level (1 slots): maze 
9th level (1 slots): foresight 

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: +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.

Thunder Breath (Recharge 5–6). The dragon exhales flash of thunder energy in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) thunder damage on a failed save, or half as much damage on a successful one.

Blinding Breath (Recharge 5–6). The dragon exhales flame-like blinding radiance in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or blinded 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 ShapeThe 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.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Description

Our champaign's version of Gold Dragons. As far as we know they are amphibious creature yet they also breath fire which most likely will disadvantageous in the water. So in my group we agree to make Gold and Green Dragons breath thunder instead. We also make Gold Dragons to be more Asian Dragon by describe them to be more serpentine and give them weather related spells.

This gold dragon is Netraja, a dragon wizard who specialized in divination magic.

Lair and Lair Actions

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.

AuroBalzimar

Comments

Posts Quoted:
Reply
Clear All Quotes