Huge Dragon (Metallic), Lawful Good
- AC
- 19
- Initiative
- +14 (24)
- HP
- 243 (18d12+126)
- Speed
- 40 ft., Fly 80 ft., Swim 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 14 | +2 | +8 |
| CON | 25 | +7 | +7 |
| INT | 16 | +3 | +3 |
| WIS | 15 | +2 | +8 |
| CHA | 24 | +7 | +7 |
Traits
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/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 2 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8+8) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) 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 21, +13 to hit with spell attacks):
At Will: 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)
1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based 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.
Legendary Actions
Adult Gold Dragon can take 3 Legendary Actions per round, regaining all uses at the start of its turn.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 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. 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 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
How to run Adult Gold Dragon
An adult gold dragon on the party's side is a judge before it's a weapon. Golds are Lawful Good, fluent in Common, and proficient in Insight (+8) and Persuasion (+13). Before any fight, it will want to know exactly what the party is doing and why. Play the conversation first. If the party's cause is just, the dragon helps. If it isn't, the dragon either declines or proposes a different plan, and the party either accepts the correction or loses the ally on the spot.
Use Zone of Truth (1/Day) as a scene tool, not a combat one. The gold dragon will cast it on a captured prisoner, a suspect noble, or a doubted ally before it commits to violence on the party's behalf. This is the hook for involving it in mysteries and trials. The dragon will sit through a half-hour interrogation and consider the ten-minute Zone of Truth more useful than its breath weapon.
In combat the gold leads with Weakening Breath rather than Fire Breath when the party is fighting alongside it. The 60-foot cone, DC 21 Strength save, halves enemy damage and gives Disadvantage on Strength tests for up to a minute. That makes the party's frontline survivable against bigger threats. Save Fire Breath (12d10, DC 21 Dex, recharge 5-6) for the round you're allowed to clear a clustered group with no allies caught inside. Banish (legendary, DC 21 Cha) is the dragon's panic button for the party: when a PC is about to die, banish the attacker for a round so a healer can reach them.
The gold leaves the moment the cause is won. It will bless the party in formal Draconic, take flight, and be gone. Don't let players keep it as a flying mount for the rest of the adventure, because the moment it becomes a tool, it stops being a character.
Before the session, decide what the gold dragon's standing question is. "Why are you doing this?" or "Who profits if you succeed?" Ask it once, in character, and see who at the table can answer cleanly.
A hostile gold dragon is rare and almost always means the party is on the wrong side of something. Maybe they have been hired by an evil patron and the dragon knows it. Maybe they desecrated a temple it guards. Maybe they took a relic the dragon was sworn to protect. Sell the misunderstanding or the moral weight first, because a gold attacking the party should feel like the cosmos has rendered a verdict.
Open from the air. Fly speed is 80 ft. and the dragon hovers above effective melee range to lead with Fire Breath: 66 average fire damage, DC 21 Dex save, 60-foot cone. On recharge, alternate with Weakening Breath to neuter the party's striker before round two. The Multiattack swap lets the dragon trade one Rend for Guiding Bolt (level 2), which is your handing-out-Advantage tool: cast it on the rogue so the next ally to swing has Advantage, then watch the next legendary action capitalize.
Legendary actions are where the dragon dictates pace. Banish (DC 21 Cha) removes one PC from the fight for a round and deals 3d6 force; use it on whoever is best positioned to land a meaningful hit, ideally during their own turn so they lose actions. Pounce keeps the dragon mobile after a forced landing. Guiding Light is your repeatable ranged poke, especially good at extreme altitude.
Three Legendary Resistances (four in lair) mean save-or-suck spells will mostly fail. Telegraph this. The first time a wizard burns a 7th-level slot and the dragon shrugs, the party should understand the rules of the room. Once Bloodied without Fire Breath ready, the dragon offers a parley. It will name a price: a confession, a returned relic, a sworn oath. A gold dragon would rather see the party turn back than die.
If they accept the deal, end the fight cleanly and the gold becomes a recurring NPC who watches the party from a great distance for the rest of the campaign.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.