Amphibious. Zuth can breathe air or water.
Discorporation. When Zuth drops to 0 hit points, its body is destroyed and unable to take physical form for a time.
Earth Glide. Zuth can now burrow through nonmagical unworked earth and stone. While doing so, Zuth does not disturb the materials it moves through.
False Appearance. While Zuth remains motionless, it is indistinguishable from a hillside or mountainside.
Legandary Resistance (6/Day). If Zuth fails a saving throw, it can choose to succeed it instead.
Magic Resistance. Zuth has advantage on saving throws against spells and other magical effects.
Magic Weapons. Zuth's weapon attacks are magical.
Reflective Body. If Zuth is targeted by a Magic Missile spell, a line spell, a spell that requires a ranged attack roll, or any breath weapon, roll a d4. On a 1 to 3, Zuth is unaffected. On a 4, Zuth is unaffected, and the magic effect, or breath weapon is reflected back at the caster as if though it originated from Zuth, turning the caster or creature, into a target.
Regeneration. Zuth regains 30 hit points at the start of its turn. If Zuth takes radiant damage on its body, this trait doesn't function at the start of its next turn. Zuth dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. Zuth does double damage to objects and structures.
Multiattack. Zuth can use its Frightful Presence. It then makes three attacks. Zuth can use its claw and then make 2 attacks with its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 50ft., one target. Hit: 29 (3d12+10) piercing damage. If the target is a living creature it must succeed on a DC 22 Constitution saving throw or take 22 (4d10) poison damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 14 (2d6+7) slashing damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240ft., one target. Hit: 36 (4d12+10) bludgeoning damage.
Frightful Presence. Each creature of Zuth's choice that is within 120 feet of it and aware of it must succeed n a DC 21 Wisdom saving throw or become frightened for one minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to Zuths Frightful Presence for the next 24 hours.
Poison Breath (Recharge 3-6). Zuth exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 91 (26d6) poison damage on a failed save or half as much on a successful one.
if the creature is a dragon, Zuth's poison breath bypasses any natural or magical poison resistances and immunities. A dragon must first save against the poison breath. A dragon must then make a DC 22 Constitution saving throw. On a failed save, it takes an additional 75 (10d6 + 40) force damage, or half as much on a successful one. If the damage reduces the dragon to 0 hit points, it is disintegrated
A disintegrated dragon and everything it is wearing and carrying, except magic items, are reduced to a pile of gray dust. the dragon can be restored to life only by means of a true resurrection or wish spell.
Zuth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time at the end of another creatures turn. Zuth regains spent legendary actions at the start of his turn.
Bite. Zuth make a Bite attack
Burrow. Zuth is able to move, burrowing into the earth, without provoking an attack of opportunity
Detect. Zuth makes a wisdom (perception) check
Rock. Zuth makes an attack by hurling a large rock
Tail. Zuth makes a tail attack
Summon Lightning (Costs 2 Actions). Zuth summons lightning from a nearby torm cloud. the point of origin is within 500 feet of Zuth. The bolt strikes a 10ft. area that Zuth can see. Any creature within 10ft. of that area must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much on a successful one. any lightning immunity becomes a resistance instead. Any lightning resistance is considered full damage.
Description
Lore
The Laws of nature are unavoidable, absolute, and eternal. What is born surely dies. For every balmy, warm summer, there is a chilling, cruel winter. Day invariably gives way to night. Above has below- its opposite. Black is parallel to white, and all that is good has an equal in evil. In short, each thing that exists has its direct counterpart, a reversed mirror-image that balances its place, and indeed its meaning, in the whole existence of life.
All natural things have their respective opposites, except Zuth. Zuth is the personification of this harmonious force of balances and opposites. Zuth is ancient, it is enormous, and it is the ultimate expression of nature's absolute and impressionable will.
Legend tells that Zuth was created for all elements. The supra-personal Will of Nature drew from itself a powerful being to act as a counter to the presence of dragons. After all, being that they are creatures of magic, dragons are outside the bounds of natural order. Zuth rises from its deep slumber when it senses the call to restore symmetry between all dragons: good or evil, gold or black, fire or ice.
If there are too many green dragons in the world Zuth corrects that dysfunction. If there are a surplus of bronze dragons, Zuth restores the average.
Zuth is forever. Even if destroyed, it always takes birth again in time. When Zuth sheds one of its scales, that scale works its way deep into the Earth like an oak seed. There, within a cradle of dirt and stone and throughout several centuries, the scales form an exact duplicate of Zuth. Therefore, even if one version of Zuth is defeated, another will always return to take its place in order to restore Natures order.
Zuth possesses non-verbal intelligence. It thinks only in images and only has the base emotions of an animal. Its communication is telepathic, expressing its will with imagery and emotional impressions. Often it is to difficult to determine its exact motives and aims, as the images often have no context, leaving the guess work entirely in the hands of those who receives the impressions.
Obviously, the presence of Zuth has fueled many speculations as to why it exists in the world, and some druids have come to the revere this mighty creature, lending to it a status of a demi-god, or a potent spirit of nature.
Zuth awakens when the stars align in a particular formation. Once in a century and yet once every thousand years, a purge occurs. In this purge, Zuth rises to destroy dragons indiscriminately. Other dragons of all types seem to sense each upcoming cleansing. The world sees far more dragon activity as they collectively panic in the weeks and months before a forthcoming purge. Zuth destroys all unlucky ones among dragons that are in its path. During such purging events, the dragon population is culled without any logical pattern, and the events last until Zuth is destroyed.
A great mystery lies in Zuth designless cullings. How can there be any balance in absolute destruction? It is a question none but Nature itself can answer.
Hook
The PCs are approached by a gold dragon who has been pursued by Zuth for many weeks. They are encouraged to assist the dragon upon promises of riches, prestige, or from future aid from the dragon itself. Upon their investigation, the group discovers a druidic cult that has grown up around the stories of Zuth. Its members will interfere with the groups plans and try to thwart them at all passes. If the group gets to close to Zuth. If the group gets to close to Zuth, the cult will assemble in full force and attack. Should the group prevail, the final encounter with Zuth is imminent. If successful the gold dragon will reward the group appropriately. (This is only my suggestion of a hook do or modify what you will with this information.)
Encounter Conditions
The edge of a large forest or mountain range. (just to make fight manageable. Can be anywhere with a modified hook.)
Encounter
Tracking of following Zuth is relatively easy, given the potential trail of destruction, it may leave. However, if Zuth is below ground, the only indicator of its movement are the occasional earth tremors. Zuth is fully capable of emerging anywhere on the planet.
Tactics
Zuth's main tactic is surprise, leveraging its ability to Earth Glide 120 ft. It will use its advantage when stalking any prey, and it usually ambushes dragons within their lairs. If any encounter starts to become a challenge, Zuth will simply burrow down and emerge at a more strategic location. Essentially, rather than soaring the skies, Zuth "flies" underground.
Wealth
Tracking Zuth reveals precious metals, gems, and random items that may have stuck to its body over time. Such items were picked up as it burrowed through veins of gold and ancient geode pockets deep within the earth. The finds are quite random, but the PCs may collect the equivalent of a small goldmine's worth of treasure by following his trail above the surface and picking up what has fallen off its body.
This dragon is from Legendary Dragons. I just want anyone who is trying to implement their stats and lore in dnd beyond to have a way easier time than I did with this guy. please to view the rest of the awesome dragons just buy the book pls.
he's an imposter gold dragon. I love it but more of a backstory please
very good I should not have to go to the last page to se this