Great Wyrm Gold Dragon (5e Creature)
Great Wyrm Gold Dragon[edit]
Gargantuan dragon, lawful good Armor Class 25 (natural armor)
Saving Throws Str +26, Dex +18, Con +26, Int +23, Wis +26 Cha +26 Amphibious. The dragon can breathe air and water. Colossal. A dragon commands more area than the typical gargantuan creature. The exact space is defined in the individual stat block. In addition, the dragon has advantage on saving throws against being pushed or knocked prone by a Huge or smaller creature. Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Great Dragon's Aura. The dragon can use a bonus action to release a 30-foot elemental aura. Once the aura is released it remains in effect until the dragon uses another bonus action to contain it. Each creature that starts or ends its turn in the aura takes 21 (6d6) fire damage. Great Dragon's Might. The dragon's attacks and effects ignore the resistances and immunities of creatures CR of 20 or lower. The dragon’s attacks and effects creatures of CR 21 to 25 ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity). Ignite. When a creature, object, or area takes fire damage from the dragon’s breath weapon, it ignites. An ignited target takes 28 (8d6) fire damage at the start of its turn, cannot take reactions or bonus actions, and suffers the effects of the heat metal spell. An ignited area is engulfed in 20-foot high, opaque flames, and each creature that ends its turn adjacent to or in the area takes 28 (8d6) fire damage. Ignited creatures and areas remain ignited for 5 (1d10) rounds, unless a creature takes an action and succeeds on a DC 22 Dexterity check to extinguish the flames on itself, another, or a Medium-sized area. Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 36, +26 to hit with spell attacks). A dragon has the following spells requiring no material components: At will: bless, commune, comprehend languages, cure wounds, detect magic, detect thoughts, enlarge/reduce, fireball (9th level), remove curse, sacred flame (17th level), scrying, sending, sunbeam, telekinesis, wall of fire (9th level), zone of truth Magic Weapons. A dragon’s weapon attacks are magical. Metallic Awakening (Recharges after a Short or Long Rest). If the dragon would be reduced to 0 hit points, its current hit point total instead resets to 1,200 hit points, it recharges its Breath Weapons, and it regains any expended uses of Legendary Resistance. Award a party an additional 820,000 XP (1,620,000 XP total) for defeating the dragon after its Metallic Awakening activates. Legendary Resistance (5/Day). If the dragon fails a saving throw. It can choose to succeed instead. Limited Magic Immunity. Unless the dragon wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects. Regeneration. The dragon regains 15 hit points at the start of its turn as long as it has at least 1 hit point remaining. Siege Monster. The dragon deals double damage to objects and structures. Unstoppable. If the dragon is subject to an effect that would inflict the paralyzed, restrained, or stunned condition; it instead loses its next use (one action) of its legendary actions and its speed is reduced by half for the duration of the spell or effect. The loss of legendary actions is cumulative. ACTIONSMultiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +22 to hit, reach 45 ft., one target. Hit: 84 (12d10 + 18) piercing damage plus 35 (10d6) force damage. Claw. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 48 (12d6 + 18) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The dragon can have only one creature grappled in this way at a time. Tail. Melee Weapon Attack: +22 to hit, reach 90 ft., one target. Hit: 72 (12d8 + 18) bludgeoning damage. If the target is a creature, it must succeed on a DC 30 Strength saving throw or be knocked prone or pushed 50 feet, the dragon’s choice, and incapacitated until the end of the dragon’s next turn. Stun Foe. Ranged Spell Attack: +22 to hit, range 420 ft., one target. Hit: 52 (15d6) force damage and must make a DC 30 Constitution saving throw or be stunned for 5 minutes. The creature can make additional saving throws at the end of its turns, ending the effect on itself on a success. Frightful Presence. Each creature of the dragon's choice that is within 300 feet of the dragon and aware of it must succeed on a DC 36 Wisdom saving throw or become frightened for 5 minutes. 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 12 hours. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 340-foot cone. Each creature in that area must make a DC 32 Dexterity saving throw, taking 378 (36d20) fire damage on failed saves, or half as much damage on a successful one. Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
LEGENDARY ACTIONSThe dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Attack. The dragon makes one claw, bite, or tail attack. |
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