Large dragon (metallic dragon), lawful good
Armor Class 18 (Natural Armor)
Hit Points 178 (17d10+85)
Speed 40 ft., fly 80 ft., swim 40 ft.
Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 21 (+5) | 16 (+3) | 13 (+1) | 20 (+5) |
Saving Throws Dex +6, Con +9, Wis +5, Cha +9
Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Common, Draconic
Challenge 10 (5,900 XP)
Amphibious. The dragon can breathe air and water.
ACTIONS
- Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
- Multiattack (suggested). The dragon makes four attacks.
- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
- Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
- Kick (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target behind the dragon. Hit: 13 (2d6 + 6) slashing damage. The target must succeed on a DC 18 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 18 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +10 to hit, reach 5 ft., one or more targets on the ground. Hit: 17 (2d10 + 6) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+4) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 17 Constitution saving throw or be pinned under the dragon, taking 16 (2d10 + 5) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 17 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
- Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 18 Dexterity saving throw or be grappled (escape DC 18) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 13 (2d6 + 6) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
- Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. In addition, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
- Wing Buffet (suggested). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. In addition, the target must succeed on a DC 18 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
- Breath Weapons (Recharge 5-6). 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 DC 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 DC 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Young gold dragons are the most benevolent and noble of all dragons. They have a regal appearance, with scales that shine like polished metal and eyes that sparkle with wisdom. Their horns and claws are golden, and they have a long, graceful neck and a slender tail. They are usually friendly and curious, eager to learn from other creatures and share their own knowledge. They value justice, kindness, and peace, and they often act as protectors of the weak and oppressed. They have a strong sense of honor and loyalty, and they will not hesitate to fight against evil or injustice.
COMBAT
Young gold dragons are formidable opponents in combat, using their physical prowess and magical abilities to overcome their enemies. They can breathe fire or a weakening gas that saps the strength of their foes. They can also cast spells as a 10th-level sorcerer, using their charisma as their spellcasting ability. They prefer to use spells that enhance their allies, hinder their enemies, or manipulate the environment. They are skilled in melee combat, using their bite and claws to inflict serious damage. They are also adept at flying and swimming, giving them an advantage in mobility and maneuverability.
HABITAT / SOCIETY
Young gold dragons prefer to live in warm, sunny regions, such as forests, grasslands, or mountains. They often choose locations that have some historical or cultural significance, such as ancient ruins, sacred sites, or places of learning. They are solitary by nature, but they sometimes form alliances or friendships with other good-aligned creatures, especially other metallic dragons. They are respectful of the laws and customs of the lands they inhabit, and they try to avoid conflict with the local authorities. They are generous and hospitable to visitors who share their values and interests, but they are wary of strangers who might have ulterior motives or malicious intentions.
ECOLOGY
Young gold dragons are omnivorous, eating both plants and animals. They prefer fresh fruits, vegetables, grains, nuts, and honey, but they will also hunt for game or fish when necessary. They have a keen interest in art, literature, music, and philosophy, and they often collect books, scrolls, paintings, sculptures, instruments, and other items that reflect their tastes and passions. They are also fond of gems and jewelry, especially those that have some historical or sentimental value. They use their wealth to support causes that align with their ideals, such as charities, schools, temples, or libraries. They are natural leaders and teachers, and they often mentor younger or less experienced creatures who seek their guidance or wisdom.