Antimagic Susceptibility. The hoard is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the hoard must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the hoard remains motionless, it is indistinguishable from a normal pile of treasure.
Made of Metal. Under conditions of extreme heat the gold making up the majority of the hoard melts together making it slower and harder. This can happen after the hoard takes 50 Fire damage or is targeted by heat metal. The hoard gains disadvantage on Dexterity saving throws and advantage on Constitution saving throws and +2 AC.
Multiattack. The Hoard makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6)fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
The hoard can take 2 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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the hoard must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The hoard can then fly up to half its flying speed.
Description
Imbued with all the malice of a slain dragon it's hoard may take life in the form of an animated dragon horde. Attacking anything attempting to claim the treasure as their own, many adventurers fall victim to what they think is just a serendipitous pile of gold and gems.
Lair and Lair Actions
An animated dragon hoards lair can be in any area in which a slain dragon housed it's hoard. An animated hoard will always be found in it's lair and actually cannot leave. If the dragon was slain in recent memory the lair may be guarded by the servants of the dragon who previously kept their horde. More often than not though, the dragon is lost from memory and the lair is filled with those willing to risk life and limb to acquire the treasure, the traps left by the dragon, and any creatures attracted to the latent magic housed within.
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:
- Treasure erupts from a point on the ground the hoard can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Gold coins begin whirling around in cloud 20-foot-radius sphere centered on a point the hoard can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must make a DC 15 Constitution saving throw, taking 4 (1d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
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