rpg—rules

monster

Ancient Gold Dragon

Gargantuan Dragon (Metallic), Lawful Good

Armor Class
22
Hit Points
546 (28d20 + 252)
Challenge rating
24
CHA
28 (+9)
CON
29 (+9)
DEX
14 (+2)
INT
18 (+4)
STR
30 (+10)
WIS
17 (+3)

Gargantuan Dragon (Metallic), Lawful Good

AC 22 · Initiative +16 (26)

HP 546 (28d20 + 252)

Speed 40 ft., Fly 80 ft., Swim 40 ft.

Ability Score Mod Save
Str 30 +10 +10
Dex 14 +2 +9
Con 29 +9 +9
Int 18 +4 +4
Wis 17 +3 +10
Cha 28 +9 +9

Skills Insight +10, Perception +17, Persuasion +16, Stealth +9

Immunities Fire

Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27

Languages Common, Draconic

CR 24 (XP 62,000, or 75,000 in lair; PB +7)

Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.

Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.

Fire Breath (Recharge 5–6). . Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks):

Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based 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.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 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. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Source · SRD 5.2.1 · page 292