Page 116 - Monster Manual [11th Print]
P. 116
and rivers, mist-shrouded islands, cave complexes REGIONAL F FECTS
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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
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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.
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Skills n sight +5, Perception +9, Persuasion +9, Stealth +6
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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
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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.
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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
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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
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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.
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Each creature in that area must succeed on a DC 17 Strength Each creature in that area must succeed on a DC 3 Strength
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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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