Mod | Save | ||
---|---|---|---|
STR | 27 | +8 | +8 |
DEX | 14 | +2 | +8 |
CON | 25 | +7 | +7 |
Mod | Save | ||
---|---|---|---|
INT | 16 | +3 | +3 |
WIS | 15 | +2 | +8 |
CHA | 24 | +7 | +7 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6).Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
One thing to keep in mind about the Gold Dragon and it's either poor wording or poor design.
Their Banish ability causes a player to appear in a harmless demiplane, but then re-appear at an Unoccupied spot of the Dragon's choosing.
Notice what this ability doesn't specify...Vortex Warp has this sentence, "The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze" and Banish doesn't. Or even the Banishment spell, that specifies that "When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied."
This means a Gold Dragon can be flying 120 feet in the air...banish a target...and then have it appear an additional 120 feet above them. So Banishment on top of the 3d6 (10.5 damage) damage, does an additional 24d6 (84 average damage).
I don't think it is poor wording or poor design, this is an Ancient, Legendary Dragon. It can mess you up. Gold Dragon are mostly Lawful Good, so it might *choose* not to, especially with innocent-ish adventurers. But, if they're up against some dreadful evil, yeah they will probably do this kind of thing.
It's the same wording for the Adult Dragon
My only reasoning is Banishment isn't a damage dealing spell so adding something as unpredictable as fall damage doesn't seem like good design to me
It all depends of how you use the dragon as a dungeon master. You could just use it as a killing machine, in which case then it would use a strategy in which it lets players fall to their deaths, or you could role play it according to lawful good. Also keep in mind that rules can be changed by the dungeon master if they don't work. The rules are meant to make the game more fun, and more realistic at the same time, so if a rule is hindering either all you have to do is change it for the better. Use the rules in the way that makes the most sense.