Page 115 - Monster Manual [11th Print]
P. 115

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           GOLD  R AG N                                      fairness, but they are the most aloof and grim of the
                                                             good-aligned dragons. They value their privacy to the
           The most powerful and majestic  f  the metallic dragons,   extent that they rarely fraternize with other dragons
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           gold dragons are dedicated foes of evil.          except their own mates and offspring.
            A gold dragon has a sagacious face anointed with   Older gold dragons can assume animal and humanoid
           flexible spines that resemble whiskers. Its horns sweep   forms. Rarely does a gold dragon in disguise reveal its
           back from its nose and brow, echoing twin frills that   true form. In the guise of a peddler, it might regularly
           adorn its Jong neck. A gold dragon's sail-like wings start   visit a town to catch up on local gossip, patronize honest
           at its shoulders and trace down to the tip of its tail, letting   businesses, and lend a helping hand in unseen ways. In
           it fly with a distinctive rippling motion as if swimming   the guise of an animal, the dragon might befriend a lost
           through the air. A gold dragon wyrmling has scales   child, a wandering minstrel, or an innkeeper, serving as
           of dark yellow with metallic flecks. Those flecks grow   a companion for days or weeks on end.
           larger as the dragon matures. As a gold dragon ages, its   M a ster Hoarders. A gold dragon keeps its hoard in
           pupils fade until its eyes resemble pools of molten gold.   a well-guarded vault deep within its lair. Magical wards
            Devourer ofWealth. Gold dragons can eat just about   placed on the vault make it all but impossible to remove
           anything, but their preferred diet consists of pearls and   any treasures without the dragon knowing about it.
           gems. Thankfully, a gold dragon doesn't need to gorge
           itself on such wealth to feel satisfied. Gifts of treasure   A GOLD  R AG N ' S LAIR
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           that it can consume are well received by a gold dragon,
           as Jong as they aren't bribes.                    Gold dragons make their homes in out-of-the-way
            Reserved Shapeshif t ers.  Gold dragons are respected   places, where they can do as they please without
           by the other metallic dragons for their wisdom and   arousing suspicion or fear. Most dwell near idyllic lakes


          ADULT GOLD DRAGON                                 the creature is immune to the dragon's Frightful Presence for
           Huge dragon, lawf u l good                       the next 24 hours.
                                                            Breath Weapons (Recharge 5-6). The dragon uses one of the
           Armor Class 1 9   (natural armor)                following breath weapons.
           Hit Points 256 (l9dl2 + 1 3 3)
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          Speed 40 ft., fly 80 ft., swim 40 ft.             Fire Breath. The dragon exhales  r e in a 60-foot cone. Each
                                                              creature in that area must make a DC 21  Dexterity saving
             STR    DEX    CON     INT    WIS    CHA          throw, taking 66 (12dl0) fi r e damage on a failed save, or half
            27 (+8)   14 (+2)   25  (+7)   16 (+3)   1 5   (+2)   24 (+7)   as much damage on a successful one.
                                                            Weakening Breath. The dragon exhales gas in a 60-foot cone.
                                                              Each creature in that area must succeed on a DC 21 Strength
          Saving Throws Dex +8,  Con +13, Wis +8, Cha +13
          Skills Insight +8,  Perception +14, Persuasion +13, Stealth +8   saving throw or have disadvantage on Strength-based attack
          Damage Immunities  r e                              rolls, Strength checks, and Strength saving throws for 1
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          Senses blindsight 60 ft., darkvision  2 0 ft., passive Perception 24   minute. A creature can repeat the saving throw at the end of
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          Languages Common, Draconic                          each of its turns, ending the effect on itself on a success.
          Challenge 17 (18,000 XP)                          Change Shape. The dragon magically polymorphs into a
                                                            humanoid or beast that has a challenge rating no h i gher than
                                                            its own, or back into its true form. It reverts to its true form if
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          Amphibious. The  r agon can breathe air and water.
                                                            it dies. Any equipment it is wearing or carrying is absorbed or
          Legendary Resistance (3/Day).  If the dragon fails a saving   borne by the new form (the dragon's choice).
          throw, it can choose to succeed instead.            In  a  new form, the dragon retains its alignment, hit points,
                                                            H i t Dice, ability to speak, proficiencies, Legendary Resistance,
          AC I O  N S                                       lair actions, and  n telligence, Wisdom, and Charisma scores, as
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          Multiattack. The  r agon can use its Frightful Presence.  t   then   well as this action. Its statistics and capabilities are otherwise
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          makes three attacks: one with its bite and two with its claws.   replaced by those of the new form, except any class features or
                                                            legendary actions of that form.
          Bite. Melee Weapon Attack: +14 to  i t, reach 10 ft., one target.
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          Hit: 19 (2dl0 + 8) piercing damage.               LEG E N  DARY AC I O  N S
          Claw. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target.   The dragon can take 3 legendary actions, choosing from the
          Hit: 15 (2d6 + 8) slashing damage.                options below. Only one legendary action option can be used
                                                            at a time and only at the end of another creature's turn. The
          T a il. Melee Weapon Attack: +14 to hit, reach  15 ft., one target.   dragon regains spent legendary actions at the start of its turn.
          Hit: 17 (2d8 + 8) bludgeoning damage.
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                                                            Detect. The  r agon makes a Wisdom  P erception) check.
          Fright u l Presence.  Each creature of the dragon's choice that   Tail Attack. The dragon makes a tail attack.
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          is within  2 0 feet of the dragon and aware of it must succeed   Wing Attack (Costs 2 Actions). The dragon beats its wings.
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          on a DC 21 Wisdom saving throw or become frightened for 1   Each creature withi n   10 feet of the dragon must succeed
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          minute. A creature can repeat the saving throw at the end of   on a DC 22 Dexterity saving throw or take  5   (2d6 + 8)
          each of its turns, ending the effect on itself on a success. If a   bludgeoning damage and be knocked prone. The dragon can
          creature's saving throw is successful or the effect ends for it,   then fly up to half its flying speed.
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