Page 116 - Monster Manual [11th Print]
P. 116

and rivers, mist-shrouded islands, cave complexes   REGIONAL  F FECTS
                                                                          E
             hidden behind sparkling waterfalls, or ancient ruins.   The region containing a legendary gold dragon's lair
                                                               is warped by the dragon's magic, which creates one or
             LAIR ACTIONS                                      more of the following effects:
             On initiative count 20 (losing initiative ties), the dragon
             takes a lair action to cause one of the following effects;   Whenever a creature that can understand a language
             the dragon can't use the same effect two rounds in a row:   sleeps or enters a state of trance or reverie within 6
                                                                 miles of the dragon's lair, the dragon can establish
             •  The dragon glimpses the future, so it has advantage   telepathic contact with that creature and converse
               on attack rolls, ability checks, and saving throws until   with it in its dreams. The creature remembers its con­
               initiative count 20 on the next round.            versation with the dragon upon waking .
             •  One creature the dragon can see within 120 feet of it   Banks of beautiful, opalescent mist manifest within
               must succeed on a DC 15 Charisma saving throw or   6 miles of the dragon's lair. The mist doesn't obscure
               be banished to a dream plane, a different plane of exis­  anything. It assumes haunting forms when evil crea­
               tence the dragon has imagined into being. To escape,   tures are near the dragon or other non-evil creatures
               the creature must use its action to make a Charisma   in the mist, warning such creatures of the danger.
               check contested by the dragon's. If the creature wins,   Gems and pearls within 1  mile of the dragon's
               it escapes the dream plane. Otherwise, the effect   lair sparkle and gleam, shedding dim light in a
               ends on initiative count 20 on the next round. When   5-foot radius.
               the effect ends, the creature reappears in the space
               it left or in the nearest unoccupied space if that one   If the dragon dies, these effects end immediately.
               is occupied.


             Y O UNG GOLD  R AGON
                                D
             Large dragon, lawf u l good
             Armor Class 18  (natural armor)
             Hit Points 178 (17d10 + 85)
             Speed 40 ft., fly 80 ft., swim 40 ft.             GOLD DRAGON W Y RMLING
                                                               Medium dragon, lawf u l good
               STR     DEX    CON     INT    WIS    CHA
              23 (+6)   14 (+2)   21 (+5)   16  (+3)   13 (+1)   20 (+5)   Armor Class 1 7   (natural armor)
                                                               Hit Points 60 (8d8 + 24)
             Saving Throws Dex +6, Con +9, Wis +5, Cha +9      Speed 30 ft., fly 60 ft., swim 30 ft.
                 I
             Skills  n sight +5, Perception +9, Persuasion +9, Stealth +6
                            fi
             Damage Immunities  r e                              STR    DEX     CON     INT    WIS    CHA
             Senses blindsight 30 ft., darkvision 120 ft. ,  passive Perception 19   19  (+4)   14 (+2)   17 (+3)   14  (+2)   11  (+O)   16 (+3)
             Languages Common, Draconic
             Challenge 10 (5,900 XP)                           Saving Throws Dex +4, Con +5, Wis +2, Cha +5
                                                               Skills Perception +4, Stealth +4
             Amphibious. The dragon can breathe air and water.   Damage Immunities fire
                                                               Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
             AC I O  N S                                       Languages Draconic
                T
                                                               Challenge 3 (700 XP)
             Multiattack. The dragon makes three attacks: one with its bite
             and two with its claws.
                                                               Amphibious. The dragon can breathe air and water.
             Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
             Hit: 17 (2dl0 + 6) piercing damage.               ACTIO  N  S
                                                                                  +
             Claw. Melee Weapon Attack: +10 to  i t, reach 5 ft., one target.   Bite. Melee Weapon Attack:  6   to hit, reach 5 ft., one target.
                                      h
             Hit: 13  (2d6 + 6) slashing damage.               Hit: 9  (ldlO + 4) piercing damage.
             Breath Weapons (Recharge 5-6). The dragon uses one of the   Breath Weapons (Recharge 5-6). The dragon uses one of the
             following breath weapons.                         following breath weapons.
             Fire Breath. The dragon exhales fire in a 30-foot cone. Each   Fire Breath. The dragon exha e s fire in a 1 5 -foot cone. Each
                                                                                   l
              creature in that area must make a DC 17 Dexterity saving   creature in that area must make a DC 13 Dexterity saving
              throw, taking 55 (lOdlO) fi r e damage on a failed save, or half   throw, taking 22 (4 l 0 ) fi r e damage on a failed save, or half
                                                                             d
              as much damage on a successful one.               as much damage on a successful one.
             Weakening Breath. The dragon exhales gas in a 30-foot cone.   Weakening Breath. The  r agon exhales gas in a 1 5 -foot cone.
                                                                                d
                                                                                                   1
              Each creature in that area must succeed on a DC 17 Strength   Each creature in that area must succeed on a DC  3   Strength
                                                                               d
                             d
              saving throw or have  i sadvantage on Strength-based attack   saving throw or have  i sadvantage on Strength-based attack
              rolls, Strength checks,  and Strength saving throws for 1   rolls, Strength checks, and Strength saving throws for 1
              minute. A creature can repeat the saving throw at the end of   minute. A creature can repeat the saving throw at the end of
              each of its turns, ending the effect on itself on a success.   each of its turns, ending the effect on itself on a success.
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