Gold Dragons

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Gold Dragons

Gold Dragon Wyrmling

Gold Dragon Wyrmling

Medium dragon Lawful Good

Armor Class 17; Initiative +4

Hit Points 60 (8d8 + 24)

Speed fly 60 ft., swim 30 ft., walk 30 ft.

Strength 19 (+4); Dexterity 14 (+2); Constitution 17 (+3); Intelligence 14 (+2); Wisdom 11 (+0); Charisma 16 (+3)

Saving Throws Dexterity +4, Wisdom +2

Skills Perception +4, Stealth +4

Damage Immunities fire

Senses darkvision 60 ft., blindsight 10 ft.

Languages draconic

Challenge 3; Proficiency Bonus +2

Amphibious. The gold dragon wyrmling can breathe air and water.

Multiattack. The gold dragon wyrmling makes two Rend attacks.

Rend. Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 9 (1d10 + 4) slashing damage.

Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 13, each creature in a 15-foot-long, 5-foot-wide Line.
Failure: 22 (4d10) fire damage.
Success: Half damage.

Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone.
Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) 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.

Young Gold Dragon

Young Gold Dragon

Large dragon Lawful Good

Armor Class 18; Initiative +6

Hit Points 178 (17d10 + 85)

Speed fly 80 ft., swim 40 ft., walk 40 ft.

Strength 23 (+6); Dexterity 14 (+2); Constitution 21 (+5); Intelligence 16 (+3); Wisdom 13 (+1); Charisma 20 (+5)

Saving Throws Dexterity +6, Wisdom +5

Skills Insight +5, Perception +9, Persuasion +9, Stealth +6

Damage Immunities fire

Senses darkvision 120 ft., blindsight 30 ft.

Languages common, draconic

Challenge 10; Proficiency Bonus +4

Multiattack. The young gold dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.

Amphibious. The young gold dragon can breathe air and water.

Rend. Melee Weapon Attack: +10 to hit, reach 10 ft.. Hit: 17 (2d10 + 6) slashing damage.

Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone.
Failure: 55 (10d10) fire damage.
Success: Half damage.

Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-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.

Adult Gold Dragon

Adult Gold Dragon

Huge dragon Lawful Good

Armor Class 19; Initiative +14

Hit Points 243 (18d12 + 126)

Speed fly 80 ft., swim 40 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 27 (+8); Dexterity 14 (+2); Constitution 25 (+7); Intelligence 16 (+3); Wisdom 15 (+2); Charisma 24 (+7)

Saving Throws Dexterity +8, Wisdom +8

Skills Insight +8, Perception +14, Persuasion +13, Stealth +8

Damage Immunities fire

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 17; Proficiency Bonus +6

Legendary Resistance. 3/day (4/day in lair). If the adult gold dragon fails a saving throw, it can choose to succeed instead.

Amphibious. The adult gold dragon can breathe air and water.

Multiattack. The adult gold 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 Weapon Attack: +14 to hit, reach 10 ft.. Hit: 17 (2d8 + 8) slashing plus 4 (1d8) fire damage.

Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 21, each creature in a 15-foot-long, 5-foot-wide Line.
Failure: 66 (12d10) fire damage.
Success: Half damage.

Spellcasting. 1 use per day. The adult gold dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
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

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Guiding Bolt. +13 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Flame Strike. A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.

Zone of Truth. You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Weakening Breath. Strength Saving Throw: DC 13, 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.

Banish. Charisma Saving Throw: DC 21, one creature the adult gold 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 adult gold dragon's next turn, at which point it reĀ­appears in an unoccupied space of the adult gold dragon's choice within 120 feet of the adult gold dragon.
Failure or Success: The adult gold dragon can't take this action again until the start of its next turn.

Guiding Light. The adult gold dragon uses Spellcasting to cast Guiding Bolt (level 2 version).

Guiding Bolt. +13 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Pounce. The adult gold dragon moves up to half its Speed, and it makes one Rend attack.

Ancient Gold Dragon

Ancient Gold Dragon

Gargantuan dragon Lawful Good

Armor Class 22; Initiative +2

Hit Points 546 (28d20 + 252)

Speed fly 80 ft., swim 40 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 30 (+10); Dexterity 14 (+2); Constitution 29 (+9); Intelligence 18 (+4); Wisdom 17 (+3); Charisma 28 (+9)

Skills Insight +10, Perception +17, Persuasion +16, Stealth +9

Damage Immunities fire

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 24; Proficiency Bonus +7

Amphibious. The ancient gold dragon can breathe air and water.

Legendary Resistance. 3/day (4/day in lair). If the ancient gold dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The dragon makes three Rend attacks. It can replace one attack with Spellcasting to cast Guiding Bolt (level 4 version), or with Weakening Breath.

Rend. Melee Weapon Attack: +17 to hit, reach 15 ft.. Hit: 19 (2d8 + 10) slashing plus 9 (2d8) fire damage.

Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone.
Failure: 71 (13d10) fire damage.
Success: Half damage.

Spellcasting. 1 use per day; 2 uses per day. The ancient gold dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24):
At Will: Detect Magic, Guiding Bolt (level 4 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 (level 6 version), Word of Recall, Zone of Truth

Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone.
Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) 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.

Banish. Charisma Saving Throw: DC 24, one creature the ancient gold dragon can see within 120 feet.
Failure: 24 (7d6) force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the ancient gold dragon's next turn, at which point it reĀ­appears in an unoccupied space of the ancient gold dragon's choice within 120 feet of the ancient gold dragon.
Failure or Success: The ancient gold dragon can't take this action again until the start of its next turn.

Guiding Light. The ancient gold dragon uses Spellcasting to cast Guiding Bolt (level 2 version).

Guiding Bolt. +16 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Pounce. The ancient gold dragon moves up to half its Speed, and it makes one Rend attack.

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Guiding Bolt. +16 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Flame Strike. A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.

Zone of Truth. You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Word of Recall. You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.