Huge Dragon (Metallic), Lawful Good
Armor Class 20 (natural armor)
Hit Points 358 (27d12 + 190)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
STR
27 (+8)
DEX
18 (+4)
CON
28 (+9)
INT
23 (+6)
WIS
21 (+5)
CHA
29 (+9)
Saving Throws DEX +11, CON +16, WIS +12, CHA +16
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Resistances Bludgeoning, Piercing, Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Bludgeoning from non magical attacks, Damage from Spells
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Berdonth can breathe air and water.

Legendary Resistance (3/Day). If Berdonth fails a saving throw, he can choose to succeed instead.

Trade Protection. Berdonth usually helps trade routes remain clear of bandits and roadside issues.

Great Wealth. Berdonth has a great amount of currency, items, jewels and valuables over his life. He likes to grow his hoard on occasion, but sometimes consumes a few of his least valuable things of his hoard.

Reserved Resolve. Berdonth usually avoids acting on behalf of others, but if things seem to be dire for others... he will find ways to help.

Actions

Multiattack. Berdonth can make five attacks: one with his bite, three with his claws and one with his tail.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 69 (10d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 41 (9d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (7d8 + 8) bludgeoning damage.

Breath Weapons (Recharge 2–6). Berdonth uses one of the following breath weapons.

Fire Breath. Berdonth exhales fire in a 110-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 100 (19d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. Berdonth exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 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. Berdonth magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Berdonth's choice).

In a new form, Berdonth retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Berdonth 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. Berdonth regains spent legendary actions at the start of his turn.

Detect. Berdonth makes a Wisdom (Perception) check.

Tail Attack. Berdonth makes a tail attack.

Wing Attack (Costs 2 Actions). Berdonth beats his wings. Each creature within 50 feet of Berdonth must succeed on a DC 26 Dexterity saving throw or take 46 (11d6 + 8) bludgeoning damage and be knocked prone. Berdonth can then fly up to half his flying speed.

Description

He has stern brown eyes.

Age: 792
Things Done:
- Was council for two neighboring nations.
- Helped two neighboring nations come to a peacful resolution.
- Acted as a mediary between two neighboring nations.
- Helped two neighboring nations fend off invaders and attackers.
- Was successful in protecting two neighboring nations, at the cost of ¼ of each of their populations.
- Slumbered for 50 years.
- Found those two neighboring nations ⅛ in ruins and death and vile acts. To the stop everyone in each nation from continuing to such awful things, he saved as many as he could, while chomping & squishing those of the invaders and attackers. He noticed, however, ⅞ of the populations had most likely evacuated before falling into disarray. He then let each nation's people leave so that they could return home. He then swiftly crushed the nation or nations that caused such destruction, with the two neighboring nations he had helped. He and they were victorious for the next 800 years.

Berdonth is a part of The Higher Dragons. Of which there are seven dragons, that are and or become familiar with each other.

The Higher Dragons are enhanced dragons, by Good aligned Deities with added strength and some condition immunities.

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 25 (losing initiative ties), Berdonth takes a lair action to cause one of the following effects; Berdonth can’t use the same effect two rounds in a row:

  • Berdonth glimpses the future, so he has advantage on attack rolls, ability checks, and saving throws until initiative count 23 on the next round.

Regional Effects

The region containing a legendary gold dragon’s lair is warped by Berdonth's magic, which creates one or more of the following effects:

  • Banks of beautiful, opalescent mist manifest within 6 miles of Berdonth's lair. The mist doesn’t obscure anything. He assumes haunting forms when evil creatures are near Berdonth or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of Berdonth's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If Berdonth dies, these effects end immediately.

Monster Tags: NPC

Habitat: ForestGrassland

DungeonDelver16

Comments

Posts Quoted:
Reply
Clear All Quotes