Page 114 - Monster Manual [11th Print]
P. 114
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ANCIENT GOLD DRAGON
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Gargantuan dragon, law u l good
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
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Saving Throws Dex +9, Con + 6 , Wis + 10, Cha + 6
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Skills Insight +10, Perception +17, Persuasion +1 6, Stealth +9
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Damage Immunities r e
Senses blindsight 60 ft., darkvision 2 0 ft., passive Perception 27
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Languages Common, Draconic
Challenge 24 (62,000 XP)
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Amphibious. The r agon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTI O N S
Multiattack. The dragon can use its Frightful Presence. t then
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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 (2dl0 + 1 0 ) piercing damage.
Claw. Melee Weapon Attack: + 17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
T a il. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 1 0 ) bludgeoning damage.
Frightf u l Presence. Each creature of the dragon's choice that
is within 2 0 feet of the dragon and aware of it must succeed
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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.
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Fire Breath. The dragon exhales r e in a 90-foot cone. Each
creature in that area must make a DC 24 Dexterity saving
throw, taking 71 (13dl0) fi r e damage on a failed save, or half well as this action. Its statistics and capabilities are otherwise
as much damage on a successful one. replaced by those of the new form, except any class features or
Weakening Breath. The dragon exhales gas in a 90-foot cone. legendary actions of that form.
Each creature in that area u st succeed on a DC 24 Strength LE E N D A R Y AC I O N S
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saving throw or have disadvantage on Strength-based attack
rolls, Strength checks, and Strength saving throws for 1 The dragon can take 3 legendary actions, choosing from the
minute. A creature can repeat the saving throw at the end of options below. Only one legendary action option can be used
each of its turns, ending the effect on itself on a success. at a time and only at the end of another creature's turn. The
Change Shape. The r agon magically polymorphs into a dragon regains spent legendary actions at the start of its turn.
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humanoid or beast that has a challenge rating no h i gher than Detect. The dragon makes a Wisdom (Perception) check.
its own, or back into its true form. It reverts to its true form if Tail Attack. The dragon makes a tail attack.
it dies. Any equipment it is wearing or carrying is absorbed or Wing Attack (Costs 2 Actions). The dragon beats its wings.
borne by the new form (the r agon's choice). Each creature within 15 feet of the dragon u st succeed
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In a new form, the dragon retains its alignment, hit points, on a DC 25 Dexterity saving throw or take 17 (2d6 + 0 )
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Hit Dice, ability to speak, proficiencies, Legendary Resistance, bludgeoning damage and be knocked prone. The dragon can
lair actions, and n telligence, Wisdom, and Charisma scores, as then fly up to half its flying speed.
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J)RAGONS

