Amphibious. The dragon can breathe air and water.
Brutish Musculature. The dragon has advantage on Strenght checks and saving throws
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) force damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Force Breath. The dragon exhales a bright blue magic in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 83 (20d8) force damage on a failed save, or half as much damage on a successful one.
Healing Breath. The dragon exhales gas in a 90-foot cone. Each creature of it's choice in that area regains 91 (26d6) hit points.
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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.
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) skill check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
A Rose Gold Dragon’s Lair
Rose gold dragons dwell near water and plants, making their lairs surouded by life. Most make their lair in idyllic lakes inside deep jungles, or amongst ruins and cave complexes that have a underwater rivers beneath them
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates magical plantlife to trap the creatures in a area, as if it has casted the entangle spell (DC 24). The vines last 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 Wisdom saving throw or start to hear cacofonous music and see illusions and distorsions in the area for 1 minute and take 10 (2d10) psychic damage. All attacks of the affected cratures suffer disavanatage.
Regional Effects
The region containing a legendary rose gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Once per day, the dragon can crate a ward in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the guards and wards spell.
- Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant iridescent hues.
- The dragon can create fonts of clean water in a 5-mile radius centered in its lair.
- The dragon is aware of any living creatures within 7-miles of it's lair.
- Within its lair, the dragon can set illusory sounds or images, such as soft music or lovely images of animals, that they can be heard and seen in various parts of the lair.
If the dragon dies, the wards desapears, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/30/2019 3:18:52 AM
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6
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0
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1
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Coming Soon
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6/30/2019 1:16:19 AM
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174
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1
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1.1
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Coming Soon
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4/21/2020 3:36:00 AM
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233
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5
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1
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Coming Soon
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