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and rivers, mist-shrouded islands, ·eave complexes R EGIONAL EFFECT S
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 ~on
·
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 ,obscu~e
be banished to a dream plane, a different plane of exis-
anything. It assumes haunting forms when ev.il cvea-
tence the dragon has imagined into being. To escape,
tures are near the dragon or other non-evil cn~attires
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 ·
_ il' 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.
YOUNG GOLD DRAGON
Large dragon, lawful good
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40ft., fly 80ft., swim 40ft. GOLD DRAGON WYRMLING
Medium dragon, lawful good
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) Armor Class 17 (natural armor)
Hit Points 60 (8d8 + 24)
Saving Throws Dex +6, Con +9, Wis +5, Cha +9 Speed 30ft., fly 60ft., swim 30ft.
Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Damage Immunities fire STR DEX CON INT WIS CHA
Senses blindsight 30ft., darkvision 120ft., passive Perception 19 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)
Languages Common, Draconic
Challenge 10 (5,900 XP)
Saving Throws Dex +4, Con +6, Wis +2, Cha +5
Skills Perception +4, Stealth +4
Amphibious. The dragon can breathe air and water. Damage Immunities fire
Senses blindsight 10ft., darkvision 60ft., passive Perception 14
ACTIONS Languages Draconic
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 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage. ACTIONS
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage. Hit: 9 (1d10 + 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 exhales fire in a 15-foot cone. Each
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 (10d10) fire damage on a failed save, or half throw, taking 22 (4d10) fire damage on a failed save, or half
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 dragon exhales gas in a 15-foot cone.
Each creature in that area must succeed on a DC 17 Strength Each creature in that area must succeed on a DC 13 Strength
saving throw or have disadvantage on Strength-based attack saving throw or have disadvantage 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.

