Gold Dragon
Dragon · Huge
Gold dragons keep to remote places of quiet water, lairing behind waterfalls or beneath deep lakes in hidden valleys. They are wise, patient and stern enemies of tyranny, and they often travel unseen in the shape of an animal or an old wanderer to judge how mortals behave. Those who meet one rarely know it until long after.
- Danger
- A fight to fear
- How it is met
- Alone, day and night
- Challenge
- 3-24
- SRD 5.2.1 stat blocks
- Gold Dragon Wyrmling, Young Gold Dragon, Adult Gold Dragon, Ancient Gold Dragon
Hear it
- Dragon Roar Elder (On Patreon, Guardian tier)
- Fire Breath (On Patreon, Guardian tier)
- Dragon Lair (On Patreon, Raven tier)
Where it is met
Stat blocks (D&D 5e)
Gold Dragon Wyrmling
Medium Dragon (Metallic), Lawful Good
AC 17 · Initiative +4 (14)
HP 60 (8d8 + 24)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 19 (+4), save +4 | 14 (+2), save +4 | 17 (+3), save +3 | 14 (+2), save +2 | 11 (+0), save +2 | 16 (+3), save +3 |
Skills Perception +4, Stealth +4
Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 3 (700 XP; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) 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.
Young Gold Dragon
Large Dragon (Metallic), Lawful Good
AC 18 · Initiative +6 (16)
HP 178 (17d10 + 85)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 23 (+6), save +6 | 14 (+2), save +6 | 21 (+5), save +5 | 16 (+3), save +3 | 13 (+1), save +5 | 20 (+5), save +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.
Adult Gold Dragon
Huge Dragon (Metallic), Lawful Good
AC 19 · Initiative +14 (24)
HP 243 (18d12 + 126)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 27 (+8), save +8 | 14 (+2), save +8 | 25 (+7), save +7 | 16 (+3), save +3 | 15 (+2), save +8 | 24 (+7), save +7 |
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24
Languages Common, Draconic
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
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
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
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 re appears 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.
Ancient Gold Dragon
Gargantuan Dragon (Metallic), Lawful Good
AC 22 · Initiative +16 (26)
HP 546 (28d20 + 252)
Speed 40 ft., Fly 80 ft., Swim 40 ft.
| Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|
| 30 (+10), save +10 | 14 (+2), save +9 | 29 (+9), save +9 | 18 (+4), save +4 | 17 (+3), save +10 | 28 (+9), save +9 |
Skills Insight +10, Perception +17 , Persuasion +16, Stealth +9
Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27
Languages Common, Draconic
CR 24 (XP 62,000, or 75,000 in lair; PB +7)
Traits
Amphibious. The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/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 4 version) or (B) Weakening Breath.
Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) 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 24, +16 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 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 (level 6 version), Word of Recall, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) 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
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) 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 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Open it in Biomes — MGS Toolbox