{"name":"Ancient Gold Dragon","challenge_rating":"24","xp":"62000","types":"Dragon","pb":"+7","size":"Gargantuan","sizer":"NONE","languages":"Common, Draconic","alignment":"Lawful Good","description":"The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.\r\n[in]A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon\u2019s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.[\/in]\r\n\r\n[b]Devourer of Wealth[\/b]. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn\u2019t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren\u2019t bribes.\r\n\r\n[b]Reserved Shapeshifters[\/b]. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.\r\n[in]Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.[\/in]\r\n\r\n[b]Master Hoarders[\/b]. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.","suggested_environments":"Forest, Grassland","armor_class":"22","hit_points":"546","strength":"30","dexterity":"14","constitution":"29","intelligence":"18","wisdom":"17","charisma":"28","base_movement_units":"","base_movement_in_ft":"40","fly_movement_in_ft":"80","burrow_movement_in_ft":"","swim_movement_in_ft":"40","climb_movement_in_ft":"","senses":"Blindsight 60ft., Darkvision 120ft., Passive Perception 27","skills":"Insight +10. Perception +17, Persuasion +16, Stealth +9","saving_throws":"DEX +9, CON +16, WIS +10, CHA +16","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Fire","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Amphibious[\/b]. The dragon can breathe air and water.\r\n\r\n[b]Legendary Resistance[\/b] (3\/Day). If the dragon fails a saving throw, it can choose to succeed instead.","actions":"[b]Multiattack[\/b]. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\r\n\r\n[b]Bite[\/b]. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.\r\n\r\n[b]Claw[\/b]. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.\r\n\r\n[b]Tail[\/b]. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.\r\n\r\n[b]Frightful Presence[\/b]. 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 [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip] 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.\r\n\r\n[b]Breath Weapons[\/b] (Recharge 5\u20136). The dragon uses one of the following breath weapons.\r\n\r\n[b]Fire Breath[\/b]. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.\r\n\r\n[b]Weakening Breath[\/b]. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.\r\n\r\n[b]Change Shape[\/b]. 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).\r\n[in]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.[\/in]","bonus_actions":"","reactions":"","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.\r\n\r\n[b]Detect[\/b]. The dragon makes a Wisdom (Perception) check.\r\n\r\n[b]Tail Attack[\/b]. The dragon makes a tail attack.\r\n\r\n[b]Wing Attack[\/b] (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 [tooltip:While you have the Prone condition, you experience the following effects: Restricted Movement (Your only movement options are to crawl or to spend an amount of movement equal to half your Speed rounded down to right yourself and thereby end the condition. If your Speed is 0, you can\u2019t right yourself), Attacks Affected (You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.)]prone[\/tooltip]. The dragon can then fly up to half its flying speed.","lair_description":"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.\r\n\r\nDespite their affection for people and their diverse cultures, gold dragons typically make their lairs in hidden places far from civilization, where only the most desperate and dedicated can find them. Many live in the ruins of vanished cultures, appreciating the beautiful inevitability of entropy and the reminder of how easily progress can be lost without careful tending. Crumbling shrines, towers reclaimed by the wilderness, and fallen fortresses all appeal to a gold dragon\u2019s sense of history\u2014though they can be equally enraptured by picturesque natural settings. A gold dragon lair almost always involves water, be it a river, a lake, or an ocean shore.\r\n\r\nSome golden dragon lair features could be as follows:\r\n[ul]\r\n[li][b]Waterfall Cave[\/b]. A rushing river cascades over the cliff in a scintillating waterfall, concealing the entrance to the dragon\u2019s cavern complex. Past this thundering curtain, a cave opens into the grand hall.[\/li]\r\n[li][b]Grand Hall[\/b]. Six glowing crystalline columns support the ceiling of this cave. The columns\u2019 colors reflect the dragon\u2019s mood, and they can animate to defend the lair.[\/li]\r\n[li][b]Gallery[\/b]. A passageway running left from the grand hall is lined with busts of allies and enemies from the dragon\u2019s past. This area contains the water mirror, a magical glass case filled by seepage from the river above, which the dragon uses to scry across both distance and time.[\/li]\r\n[li][b]Sleeping Chamber[\/b]. At the end of the gallery passage, the dragon\u2019s sleeping chamber opens up, its walls lined with shelves holding books and useful magic items.[\/li]\r\n[li][b]Treasury Hall[\/b]. Armored doors within the sleeping chamber lead to the dragon\u2019s treasury hall, which features an 80-foot sheer drop into a viewing gallery.[\/li]\r\n[li][b]Hoard and Vault[\/b]. A chamber on the right side of the treasury hall holds the dragon\u2019s hoard, which serves to distract would-be thieves from a store of dangerous and corrupting artifacts hidden in a secret vault opposite the hoard chamber.[\/li]\r\n[li][b]Pantry[\/b]. A rough chamber off the right side of the great hall acts as the dragon\u2019s pantry, holding racks of pearls and other gems.[\/li]\r\n[li][b]Apartments[\/b]. In the top right corner of the map, a worked-stone alcove leads to Humanoid-scale apartments to accommodate the dragon\u2019s most honored comrades, as well as the dragon in Humanoid form.[\/li]\r\n[li][b]Pavilions[\/b]. Outside the lair, weathered pavilions climb the cliffs overlooking the waterfall\u2019s plunge pool, offering a convenient place for the dragon to meet visitors. Beyond the pavilions, an elegant pathway winds through self-manicuring gardens before ending abruptly in trackless wilderness.[\/li]\r\n[\/ul]","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\u2019t use the same effect two rounds in a row:\r\n[ul]\r\n[li]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.[\/li]\r\n[li]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 existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon\u2019s. If the creature wins, it 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.[\/li]\r\n[\/ul]\r\nAnother golden dragon lair action to consider is:\r\n[ul]\r\n[li]Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.[\/li]\r\n[\/ul]","regional_effects":"The region containing a legendary gold dragon\u2019s lair is warped by the dragon\u2019s magic, which creates one or more of the following effects:\r\n[ul]\r\n[li]Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon\u2019s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.[\/li]\r\n[li]Banks of beautiful, opalescent mist manifest within 6 miles of the dragon\u2019s lair. The mist doesn\u2019t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.[\/li]\r\n[li]Gems and pearls within 1 mile of the dragon\u2019s lair sparkle and gleam, shedding dim light in a 5-foot radius.[\/li]\r\n[\/ul]\r\nIf the dragon dies, these effects end immediately.\r\n\r\nSome additional potential regional effects are as follows:\r\n[ul]\r\n[li][b]Beneficent Trail[\/b]. Within 10 miles of the dragon\u2019s lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon\u2019s lair.[\/li]\r\n[li][b]Emanation of Justice[\/b]. Creatures that spend a year within 6 miles of the dragon\u2019s lair value fairness and justice over their personal feelings.[\/li]\r\n[li][b]Liar\u2019s Revelation[\/b]. Within 6 miles of the dragon\u2019s lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.[\/li]\r\n[\/ul]","motivation":"","tactics":"","image_gallery_id":"6512071","source":"SRD (p.301)","tags":"","templateId":"2991","blockId":"1538308","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}