Free interactive D&D 5e SRD stat block

Young Gold Dragon

Large Dragon, CR 10, AC 18, 178 HP. Lawful Good.

Large Dragon (Metallic), Lawful Good

AC
18
Initiative
+6 (16)
HP
178 (17d10+85)
Speed
40 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
STR 23 +6 +6
DEX 14 +2 +6
CON 21 +5 +5
INT 16 +3 +3
WIS 13 +1 +5
CHA 20 +5 +5
Skills
Insight +5 , Perception +9 , Persuasion +9 , Stealth +6
Immunities
Fire
Senses
Blindsight 30 ft.; Darkvision 120 ft.; Passive Perception 19
Languages
Common, Draconic
CR
10 (XP 5,900; PB +4)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.

Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10+6) Slashing damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage.

Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-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.

How to run Young Gold Dragon

A young gold dragon on the party's side is rare, deliberate, and usually probationary. Gold dragons are Lawful Good and they take that personally. A young one helps the party because it has decided the cause aligns with its own oath, not because the bard rolled high on Persuasion. Sell the alignment scrutiny in the first scene: the dragon asks one pointed moral question, listens to the answer, and decides whether the party is worth its time.

In combat, lead with Weakening Breath, not Fire Breath. Weakening Breath is a free swap for one Rend in the Multiattack, costs no recharge, and saddles every failed Strength save in a 30-foot cone with Disadvantage on Strength tests and minus 1d6 to damage. Open the cone on the orc warband, then follow up with two Rends at +10 for 2d10+6 (average 17 each). Save Fire Breath for the moment that needs a round-ender: a swarm, a charging cavalry line, a cluster of low-HP minions guarding the boss. 30-foot cone, DC 17 Dex, 10d10 fire on a fail (average 55).

Out of combat, the dragon is the party's hardest moral mirror. Insight +5, Persuasion +9, Passive Perception 19. It notices when a player lies and when a plan would harm civilians. Don't have it lecture. Have it ask one pointed question and walk away, then check back on the answer in the next session. Common and Draconic both available, so the dragon can negotiate directly with NPCs in ways the party cannot.

The dragon does not stay forever. Set a finite arc: three adventures, one campaign chapter, until a specific oath is fulfilled. Then it leaves with a blessing and a promise to return when called.

Have the dragon refuse a treasure the party offers it. The refusal is the character.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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