Size:
Large
Type:
Dragon
Form:
draconic
Temper:
benevolent
# App:
± 1d4 (1d4)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 90' (30')
Climb/Arboreal:
Flight:
± 240' (80')
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: BECMI (Huge Gold Dragon)
Actions/Abilities/Traits: BECMI (Huge Gold Dragon)
Action
Up to 6
4-16 or 14-44
Actions/Abilities/Traits: BECMI (Huge Gold Dragon)
Actions/Abilities/Traits: BECMI (Large Gold Dragon)
Actions/Abilities/Traits: BECMI (Large Gold Dragon)
Action
Up to 6
3-12 or 10-40
Actions/Abilities/Traits: BECMI (Large Gold Dragon)
Actions/Abilities/Traits: BECMI (Small Gold Dragon)
Actions/Abilities/Traits: BECMI (Small Gold Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
2-8(x2)/6-36
Actions/Abilities/Traits: BECMI (Small Gold Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Gold Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Gold Dragon)
Attributes
Strength: 27
Dexterity: 14
Constitution: 25
Intelligence: 16
Wisdon: 15
Charisma: 24
Saving Throws
Saving Throw Bonuses
Dexterity: +8
Consitution: +13
Wisdom: +8
Constitution: +13
Skills
insight: +8
perception: +14
persuasion: +13
stealth: +8
Offense
Bite
Circumstance: Melee
14 to hit, reach 10 ft., one target. (2d10 + 8) piercing damage.
Offense
Rend
Circumstance: Melee
14, reach 10 ft. (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.
Offense
Claw
Circumstance: Melee
14 to hit, reach 5 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
14 to hit, reach 15 ft., one target. (2d8 + 8) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 21, each creature in a 60-foot Cone [Area of Effect]|Cone. 66 (12d10) Fire damage. Half damage.
Action
Weakening Breath
str 21, each creature that isn't currently affected by this breath in a 60-foot Cone [Area of Effect]|Cone. The target has Disadvantage on Strength-based D20 Test|D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Action
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a 21 Wisdom 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.
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Fire Breath: The dragon exhales fire in a 60-foot cone. Each creature in that area must make a 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.
Action
Change Shape
The dragon magically polymorphs into a humanoid or beast 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 alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, 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 Action
Banish
cha 21, one creature the dragon can see within 120 feet. 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Guiding Light
The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21, 13 to hit with spell attacks):
Detect Magic
Guiding Bolt (level 2 version)
Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21, 13 to hit with spell attacks):
Flame Strike
Zone of Truth
Trait
Amphibious
The dragon can breathe air and water.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
24
Immunities
Damage Immunities
fire
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
grassland
forest
Adult gold dragons act subtly, frequently changing their shape to resemble harmless animals or cultivating personas so they can pass as common people.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Gold Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Gold Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Gold Dragon)
Attributes
Strength: 30
Dexterity: 14
Constitution: 29
Intelligence: 18
Wisdon: 17
Charisma: 28
Saving Throws
Saving Throw Bonuses
Dexterity: +9
Consitution: +16
Wisdom: +10
Constitution: +16
Skills
insight: +10
perception: +17
persuasion: +16
stealth: +9
Offense
Bite
Circumstance: Melee
17 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage.
Offense
Rend
Circumstance: Melee
17 to hit, reach 15 ft. (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.
Offense
Claw
Circumstance: Melee
17 to hit, reach 10 ft., one target. (2d6 + 10) slashing damage.
Offense
Tail
Circumstance: Melee
17 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 24, each creature in a 90-foot Cone [Area of Effect]|Cone. 71 (13d10) Fire damage. Half damage.
Action
Weakening Breath
str 24, each creature that isn't currently affected by this breath in a 90-foot Cone [Area of Effect]|Cone. The target has Disadvantage on Strength-based D20 Test|D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Action
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a 24 Wisdom 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.
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Fire Breath: The dragon exhales fire in a 90-foot cone. Each creature in that area must make a 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.
Action
Change Shape
The dragon magically polymorphs into a humanoid or beast 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 alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, 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 Action
Banish
cha 24, one creature the dragon can see within 120 feet. 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. The dragon can't take this action again until the start of its next turn.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Guiding Light
The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 24, 16 to hit with spell attacks):
Detect Magic
Guiding Bolt (level 4 version)
Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 24, 16 to hit with spell attacks):
Flame Strike (level 6 version)
Word of Recall
Zone of Truth
Trait
Amphibious
The dragon can breathe air and water.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
27
Immunities
Damage Immunities
fire
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
grassland
forest
Ancient gold dragons are wise and mysterious. Many aid virtuous groups, guiding them in secret or patronizing them from afar. Only when stakes are at their highest do ancient gold dragons reveal themselves in all their majesty.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Gold Dragon)
Actions/Abilities/Traits: D&D 5e (Gold Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Gold Dragon Wyrmling)
Attributes
Strength: 19
Dexterity: 14
Constitution: 17
Intelligence: 14
Wisdon: 11
Charisma: 16
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +5
Wisdom: +2
Constitution: +5
Skills
perception: +4
stealth: +4
Offense
Bite
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d10 + 4) piercing damage.
Offense
Rend
Circumstance: Melee
6, reach 5 ft. (1d10 + 4) Slashing damage.
Action
Multiattack
The dragon makes two Rend attacks.
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Fire Breath: The dragon exhales fire in a 15-foot cone. Each creature in that area must make a 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.
Action
Fire Breath {@recharge 5}
dex 13, each creature in a 15-foot Cone [Area of Effect]|Cone. 22 (4d10) Fire damage. Half damage.
Action
Weakening Breath
str 13, each creature that isn't currently affected by this breath in a 15-foot Cone [Area of Effect]|Cone. The target has Disadvantage on Strength-based D20 Test|D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
14
Immunities
Damage Immunities
fire
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
Environments
forest
grassland
Gold dragon wyrmlings learn much from their elders, then head off to save the world. Idealistic and curious, these wyrmlings seek to right obvious wrongs and make friends among those they aid.
5e Tools
Actions/Abilities/Traits: D&D 5e (Gold Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Gold Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Gold Greatwyrm)
Attributes
Strength: 30
Dexterity: 16
Constitution: 29
Intelligence: 21
Wisdon: 22
Charisma: 30
Saving Throws
Saving Throw Bonuses
Dexterity: +11
Consitution: +17
Intelligence: +13
Wisdom: +14
Constitution: +18
Skills
insight: +14
perception: +22
persuasion: +18
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm uses one of the following breath weapons:
Elemental Breath: The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a 25 Dexterity saving throw, taking 84 (13d12) fire damage on a failed save, or half as much damage on a successful one.
Sapping Breath: The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action
Change Shape
The greatwyrm 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 Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Metallic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Trait
Passive Perception
32
Immunities
Damage Immunities
fire
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Gold Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Gold Dragon)
Actions/Abilities/Traits: D&D 5e (Young Gold Dragon)
Attributes
Strength: 23
Dexterity: 14
Constitution: 21
Intelligence: 16
Wisdon: 13
Charisma: 20
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +9
Wisdom: +5
Constitution: +9
Skills
insight: +5
perception: +9
persuasion: +9
stealth: +6
Offense
Bite
Circumstance: Melee
10 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage.
Offense
Rend
Circumstance: Melee
10, reach 10 ft. (2d10 + 6) Slashing damage.
Offense
Claw
Circumstance: Melee
10 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 17, each creature in a 30-foot Cone [Area of Effect]|Cone. 55 (10d10) Fire damage. Half damage.
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Fire Breath: The dragon exhales fire in a 30-foot cone. Each creature in that area must make a 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath: The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.
Action
Weakening Breath
str 17, each creature that isn't currently affected by this breath in a 30-foot Cone [Area of Effect]|Cone. The target has Disadvantage on Strength-based D20 Test|D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
19
Immunities
Damage Immunities
fire
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
grassland
forest
Young gold dragons have seen glimpses of the world's true evils and crusade to oppose them. They often seek bold and direct solutions to problems.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Gold Dragon)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Action
claw
[2 * claw (2d4), 1 * bite (6d6)] or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Action
bite
[2 * claw (2d4), 1 * bite (6d6)] or breath
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
90' long cone of fire or cloud of chlorine gas.
Special
Language and spells
100%; 4 * 1st level, 4 * 2nd level, 4 * 3rd level.
Special
Sleeping
5%.
Special
Shape changing
May take on the form of a person or animal.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very rare
any
Offense
3 Attacks
Circumstance: Combat
1d8/1d8/6d6
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Treasure
Treasure: 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 2d6×10,000 gp (55%), 10d10×100 pp (25%), 7d20 gems (50%), 1d6×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%), 1d4 scrolls (50%)
Special
Speech
Almost always speak (90%).
Special
Magic Use
If they can speak, always (100%) cast magic. A gold dragon gains spells as if it were a magic user of a level equal to its age category.
Special
Breath Weapon
A gold dragon breath is a blast of fire (like that of a red dragon) or a cloud of poison gas (like a green dragon), at the dragon's option. The dragon may use breath weapons up to three times per day.
Special
Sleep
Occasionally (10%), they will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
Special
Shape-changing
Often use shape-changing powers to watch, observe and help people.
Sinuous dragons of oriental myth that epitomize law and goodness
Often shaped like the sinuous dragons of oriental myth, gold dragons epitomize law and goodness, and are typically just and kindly. They are interested in the ways of man and often use shape-changing powers to watch, observe and help people. They prefer to have their lairs in places isolated from prying eyes, however, and thus often place their entrances in lakes or ponds. They have found that their treasure hordes are tempting targets for evil or even neutral adventurers.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Adult Gold Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Gold Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 35; 7th sunburst; 3rd locate (gems only); 1st detect alignment (evil only)
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.Flame (arcane, evocation,fire); The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 basic Reflex save).Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude save or become enfeebled 2 for 1 minute (or enfeebled 3 on a critical failure).
Ability
Draconic Frenzy
The gold dragon makes two claw Strikes and one horns Strike in any order
Ability
Draconic Momentum
When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 33
Ability
Golden Luck
Circumstance: Trigger: The gold dragon fails a saving throw.
The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
jaws +30 [+25/+20] (fire, magical, reach 15 feet), Damage 3d12+15 piercing plus 3d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Dwarven
Elven
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
Weakness
cold 15
Actions/Abilities/Traits: Pathfinder 2e (Adult Gold Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Gold Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Gold Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 41; 10th sunburst; 3rd locate (gems only); 1st detect alignment (evil only)
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.Flame (arcane, evocation, fire); The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 basic Reflex save).Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude save or become enfeebled 3 for 1 minute (or enfeebled 4 on a critical failure).
Ability
Draconic Frenzy
The gold dragon makes two claw Strikes and one horns Strike in any order
Ability
Draconic Momentum
When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon.
Ability
Extra Reaction
The dragon gains 2 reactions at the start of its turn each round.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 39
Ability
Golden Luck
Circumstance: Trigger: The gold dragon fails a saving throw.
The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure. The dragon can't use this ability again for 1d4 rounds.
Offense
Melee
Circumstance: combat round (melee)
jaws +38 [+33/+28] (fire, magical, reach 20 feet), Damage 4d12+17 piercing plus 4d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Dwarven
Elven
Gnomish
Jotun
Sylvan
Perception
darkvision
scent (imprecise) 80 feet
Weakness
cold 20
Actions/Abilities/Traits: Pathfinder 2e (Ancient Gold Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Gold Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Gold Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 29; 3rd locate (gems only); 1st detect alignment (evil only)
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
The gold dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. Flame (arcane, evocation, fire); The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 basic Reflex save).Weakening Gas (arcane, necromancy); The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude save or become enfeebled 1 for 1 minute (or enfeebled 2 on a critical failure).
Ability
Draconic Frenzy
The gold dragon makes two claw Strikes and one horns Strike in any order.
Ability
Draconic Momentum
When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 27
Offense
Melee
Circumstance: combat round (melee)
jaws +24 [+19/+14] (fire, reach 10 feet), Damage 2d10+12 piercing plus 2d6 fire
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
sleep
Language
Common
Draconic
Elven
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
Weakness
cold 10
Actions/Abilities/Traits: Pathfinder 2e (Young Gold Dragon)