Medium Humanoid, Lawful Good
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 25 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +6, CON +7, WIS +8, CHA +13
Skills Insight +8, Perception +8, Persuasion +13, Stealth +8
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6

Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

 
Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit:3 (ld6) bludgeoning damage.

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.

 
Legendary Actions

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.
Detect. The dragon makes a Wisdom (Perception) check.

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 exis- tence 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, _il' 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 versation with the dragon upon waking.'

• Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't anything. It assumes haunting forms when ev.il cvea- tures are near the dragon or other non-evil

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.

Environment: ForestGrassland

ArchdeaconJ

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