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Janis Riuvan

Medium Erwachsener Golddrache Graf , Lawful Good

Armor Class 19
Hit Points 256hp (19d12+133) 19d12+133
Speed 30ft Fly: 30ft Swim: 40ft

STR
27 +8
DEX
14 +2
CON
25 +7
INT
16 +3
WIS
15 +2
CHA
24 +7

Saving Throws Dex +8, Con +13, Wis +8, Cha +13
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Common, Draconic
Challenge 17



At will: Change Shape

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


Actions

Multiattack Frightfull Presence + 1 Bite + 2 Claw
Bite Melee Weapon Attack: +14 to hit, reach 10ft. one target. Hit 19 (2d10+8) 2d10+8 piercing damage
Claw Melee Weapon Attack: +14 to hit, reach 5ft. one target. Hit 15 (2d6+8) 2d6+8 slashing damage
Tail Melee Weapon Attack: +14 to hit, reach 15ft. one target. Hit 17 (2d8+8) 2d8+8 bludgeoning damage
  Breath Weapons (Recharge 5–6).
  Fire Breath The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 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 DC 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.


 

Legendary Actions

Detect The dragon makes a Wisdom (Perception) check. Tail Attack Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 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.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect 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 120 feet of it must succeed on a DC 15 Charisma 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 its action to make a Charisma check contested by the dragon's. If the creature wins, it 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 a legendary gold dragon's lair is warped by the 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 6 miles 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 6 miles 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 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.


Created by

Skulldevil.

Statblock Type

NPC

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