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Dragon:Gold Dragon, Adult
Size & Type (subtype):Huge Dragon (Fire)Hit Dice:23d12+115 (264)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 200 ft. (poor), swim 60 ft.  
Armor Class:   30 (-2 size, +22 natural)   Attacks:   Bite +32 melee, 2 Claws +27 melee, 2 Wings +27 melee, 1 Tail slap +27 melee; or 1 Crush +32 melee  
Damage:   Bite 2d8+11, claw 2d6+5, wing 1d8+5, tail slap 2d6+16; or crush 2d8   Face and Reach:   10 ft. by 20 ft. / 10 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 5/+1, SR 23, fire subtype, water breathing, blindsight, keen senses  
Saving Throws  Fortitude: 18  
Reflex: 13  
Will: 18  
Abilities:   Str: 33
Dex: 10
Con: 21
Int: 20
Wis: 21
Cha: 20
Skills:   Bluff +31, Concentration +31, Diplomacy +31, Escape Artist +31, Jump +23, Knowledge (any) +30, Listen +23, Scry +30, Search +23, Spellcraft +23, Spot +23   Feats:   Any 6  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   15   Challenge Rating Value:   15  
Treasure:   Double standard   Alignment:   Always lawful good  
Advancement:   24-25 HD (Huge)  

Description:  

Breath Weapon (Su): Either a cone of fire 50x50x50 feet long or a cone of weakening gas 50x50x50 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 12d10, Reflex half DC 26; gas damage Fortitude save (DC 26) or take 6 points of temporary Strength damage.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 23 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 26) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spells: Knows and casts arcane spells as a sorcerer of level 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.

Spell-Like Abilities: 3/day-polymorph self and bless. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 7 level sorcerer (save DC 15 + spell level).

Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 60-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+18 hours plus but ends if the gem is destroyed.

Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 180 feet.

Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 600 feet.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002