Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Gold-Coated Armor. Once Urik-Dal is at less than two-thirds of his health, his golden-covered scales start to break and lose their additional defense, appearing as their original red color. Once this occurs, an attacker may choose to target these broken spots, adding a -4 penalty to their attack roll, but gaining +7 damage of the specified type to the attack. Once Urik-Dal is at lower than one-third health, the penalty is reduced to -2.
Multiattack. It 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., targets: anyone within a 15 ft cone. Hit: 17 (2d8 + 8) bludgeoning damage.
Gold Spikes Ranged Weapon Attack: +10 to hit, reach 100 ft., two targets. Hit: 3d8+10 piercing damage.
Fire Breath (Recharge 5–6). The dragon exhales gold-red fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
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.
Golden Skewer. Urik-Dal makes a Gold Spike attack against one target with +10 piercing damage.
Tail Attack. The dragon makes a tail attack.
Description
Urik-Dal is a massive adult red dragon who is insanely obsessed with gold, even for dragon standards. His entire life has been spent in the pursuit of gold, hoarding it in his fortress, and bathing in its molten form to turn himself into what he desires. His scales have since been melded with solidified gold, which makes him appear even more armored and breathtaking than a naturally gold dragon. However, he has lost all touch with reality as he only wants to spend his time with his treasures. He sends his followers to obtain more gold for him, while he bathes day and night.
Lair and Lair Actions
The Fortress of Urik-Dal known as Glittershold has been used as Urik-Dal's home for over a century and as a result of his undying obsession with gold, the air is filled with gold particles that glint in the little light this fortress receives. In addition, Urik-Dal has become very acquainted with the fortress's many defensive properties.
Lair Actions
On initiative count 5 (losing initiative ties), Urik-Dal takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Have one unused stalactite fall from the ceiling and land on a marked spot on the map, dealing 4d10 damage to every creature within the spaces who fails on a DC 17 Dexterity saving throw and half damage on a success. This creates a 10ft tall pile of golden rubble in its spot on the ground.
- Call forth a legion of golden Magmins (6 Maginmins from MM pg. 212) that jump out of chosen holes in the walls and attack the closest target.
Regional Effects
The region containing a Urik-Dal’s lair is filled with gold particles in the air, which creates one or more of the following effects:
- Perception checks to study or search further than 5 ft. receive a -5 penalty to the roll.
- Any ranged attack targeting further than 30 ft. receives a -3 penalty to the roll.
- Exposure to golden air longer than 24 hours lowers any creature's HP by 10% rounded down unless they do not have to breathe. Extremely long exposure nullifies this effect.
If the Urik-Dal dies, these effects fade over the course of 1d10 days.
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