Amphibious. Rumanor can breathe air and water.
Legendary Resistance (3/Day). If Rumanor fails a saving throw, it can choose to succeed instead.
Special Equipment. Rumanor wears the Robe of the Archmagi, a Ring of lightning resistance and Bracers of Defense.
Limited Magic Inmunity. Rumanor can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Celestial Aura. At the start of each of Rumanor's turns, each creature within 5 feet of him takes 10 (3d6) radiant damage. A creature that touches Rumanor or hits him with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Spellcasting. Rumanor is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +18 to hit with spell attacks). Rumanor can cast the following sorcerer´s spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, chill touch
1st level (4 slots): detect magic, cure wounds, shield, absorb elements
2nd level (3 slots): mind spike, shatter, detect thoughts
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): fire shield, blight, banishment
5th level (3 slots): cone of cold, immolation, dominate person
6th level (2 slot): mental prison, disintegrate
7th level (2 slot): fire storm, power word pain
8th level (1 slot): sunburst
9th level (1 slot): meteor swarm
Multiattack. Rumanor 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 Rumanor's choice that is within 120 feet of him 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 Rumanor's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Rumanor uses one of the following breath weapons.
Sunburst Breath. Rumanor exhales radiant fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) radiant damage on a failed save, or half as much damage on a successful one.
Weakening Breath. Rumanor 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. Rumanor 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 (Rumanor's choice).
Rumanor 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. Rumanor regains spent legendary actions at the start of its turn.
Detect. Rumanor makes a Wisdom (Perception) check.
Cantrip. Rumanor cast a cantrip.
Tail Attack. Rumanor makes a tail attack.
Power Wings (Costs 3 Actions). Rumanor´s wings begin to exhale magical energy. Each creature within 15 feet of Rumanor must make a DC 25 Dexterity saving throw taking 30 (6d6 + 9) force damage or half as much damage on a successful one.
Lair and Lair Actions
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.
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