Young Gold Dragon
Young Gold Dragon
Large dragon, Lawful GoodLarge dragon, Lawful Good- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Amphibious. The dragon can breathe air and water.
[b]Amphibious.[/b] The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge d6: 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.
[b]Multiattack.[/b] The dragon makes three attacks: one with its bite and two with its claws.
[b]Bite.[/b] Melee Weapon Attack: [+10] to hit, reach 10 ft., one target. Hit: 17 ([2d10 + 6]) piercing damage.
[b]Claw.[/b] Melee Weapon Attack: [+10] to hit, reach 5 ft., one target. Hit: 13 ([2d6 + 6]) slashing damage.
[b]Breath Weapons (Recharge [d6]: 5-6).[/b] The dragon uses one of the following breath weapons.
[*][b]Fire Breath.[/b] 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.
[*][b]Weakening Breath.[/b] 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.
Legendary Actions
Details
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