Page 116 - D&D Bestiary
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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.
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