Large Dragon (Metallic, Sorcerer), Chaotic Good
Armor Class 18 natural armor
Hit Points 178 (17d10 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
21 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
24 (+7)
Saving Throws DEX +7, CON +9, WIS +6, CHA +11
Skills Medicine +6, Perception +6, Persuasion +15, Stealth +7, Survival +6
Damage Resistances Necrotic, Radiant
Damage Immunities Fire
Condition Immunities Frightened
Senses Blindsight 30 ft., Darkvision 60 ft., Truesight 30 ft., Passive Perception 14
Languages Celestial, Common, Draconic, Elvish, Primordial, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

Innate Spellcasting. Allie can cast the following spells without requiring material components(Spell save DC19, +11 to hit); 

At will: Thaumaturgy, Druidcraft, Spare the dying

3/day each: Cure wounds(2nd-level), Burning hands(2nd-level), Armour of Agathys(2nd-level), Hellish Rebuke (2nd-level), Shield of Faith

1/day each: Revivify, Ashardalon's Stride, Tongues

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spellcasting. Allie is a 5th-level spellcaster. her spellcasting ability is Charisma (spell save DC19, +11 to hit with spell attacks). She has the following spells prepared:

Cantrips (At Will): Control Flames, Fire bolt, Mage Hand, Frost bite, Gust

1st level (4 slots): Chromatic Orb, Cure wounds, Hunter's Mark, Searing Smite, Shield, Speak with Animals

2nd level (3 slots): Aganazzar's Scorcher, Cloud of Daggers, Enlarge/Reduce, Fortune's Favor, Magic Weapon, Zone of Truth

3rd level (2 slots): Ashardalon's Stride, Clairvoyance, Counterspell, Dispel Magic, Fireball, Slow, Tidal wave, Wall of water

Actions

Multiattack. Allie makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)slashing damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 19 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.

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 19 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.

Habitat: ForestGrassland

QueenieQuinn