Kryx RPGThemesCreatures
Adult Gold Dragon

Adult Gold Dragon

Huge dragon
Challenge
17

STR
8
DEX
2
CON
7
INT
3
WIS
2
CHA
7

256
19d12+133
24
Soak
3
Fort
+13
Ref
+11
Will
+11
Defense note natural armor
Damage immunities fire
Condition immunities burning

Speed 8 m., fly 20 m., swim 8 m.
Skills Insight +8 (19), Perception +8 (19), Persuasion +13 (24), Primal +8 (19), Stealth +8 (19)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The adult gold dragon uses maneuvers (maneuver save DC 22). It has 24 stamina dice which are d8s, a dice limit of 6, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, fearsome beast, fountain of blood, knockback (Claw only), spring attack, swipe (Claw only), trip (Tail only), twist fate

2 stamina dice: backlash, misdirection

Spellcasting. The adult gold dragon uses Primal (Cha) to cast spells (spell save DC 21, +13 to hit with spell attacks). It has 8 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 21st-level spellcaster): empathy, lullaby, sunray, true strike

1 mana: beguile, bless, charming presence, command, corona of light, detect evil and good, divine word, fear, locate, precognition, protection from evil and good, sanctuary, shield of faith, sleep, twist fate

2 mana: catnap, danger sense, douse the flames of war, guardian of faith, hallow, hallow, holy circle

3 mana: archon’s trumpet, dispel evil and good, searing vengeance, symbol of sleep

Actions (4)

Bite (1/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 19 (2d10 + 8) piercing damage.

Claw (2/turn). Melee Weapon Attack: +14 to hit, reach 1 m. Hit: 15 (2d6 + 8) slashing damage.

Tail (1/turn). Melee Weapon Attack: +14 to hit, reach 3 m. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a DC 21 Will saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Costs 2 actions; Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 20-meter cone or line. Each creature in that area must make a DC 21 Reflex saving throw. On a failed save, a creature takes 88 (25d6) fire damage and is burning 4. On a successful save, a creature takes half as much damage and isn’t burning.

Weakening Breath. The dragon exhales gas in a 10-meter cone or line. Each creature in that area must succeed on a DC 21 Reflex saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Reflex saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape (1/turn). The dragon magically polymorphs into a humanoid or animal that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its personality, health, Health Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The adult gold dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 2 meters of the dragon must succeed on a DC 22 Reflex saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the adult gold dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.

  • One creature the dragon can see within 20 meters of it must succeed on a DC 21 Will saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use an action to make a Charisma check contested by the dragon’s. If the creature wins, il’ escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing the adult gold dragon's lair is warped by the adult gold dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 10 kilometers of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.

  • Banks of beautiful, opalescent mist manifest within 10 kilometers of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.

  • Gems and pearls within 2 kilometers of the dragon’s lair sparkle and gleam, shedding dim light in a 1-meter radius.

If the dragon dies, these effects end immediately.

Forest, Grasslandmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when you make an attack roll, an ability check, or a saving throw or when you are hit by an attack you can see, you can twist fate. Roll a d3 and add the result to the roll or to your Defense against the triggering attack (your choice). You can do so after the creature rolls but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a creature that you can see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.