monster manual 5e pdf

(Jeff_L) #1
and rivers, mist-shrouded islands, ·eave complexes
hidden behind sparkling waterfalls, or ancient ruins.

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 exis-
    tence 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,
    _il' 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.


YOUNG GOLD DRAGON
Large dragon, lawful good


Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40ft., fly 80ft., swim 40ft.

STR
23 (+6)

DEX
14 (+2)

CON
21 (+5)

INT
16 (+3)

WIS
13 (+1)

Saving Throws Dex +6, Con +9, Wis +5, Cha +9

CHA
20 (+5)

Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Damage Immunities fire
Senses blindsight 30ft., darkvision 120ft., 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.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., 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 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.


REGIONAL EFFE C T S
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

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