⊕ Show advanced search options ⊖ Hide advanced search
Dragon:Gold Dragon, Great wyrm
Size & Type (subtype):Colossal Dragon (Fire)Hit Dice:41d12+451 (717)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 250 ft. (clumsy), swim 60 ft.  
Armor Class:   42 (-8 size, +40 natural)   Attacks:   Bite +51 melee, 2 Claws +46 melee, 2 Wings +46 melee, 1 Tail slap +46 melee; or 1 Crush +51 melee; or 1 Tail sweep +51 m  
Damage:   Bite 4d8+18, claw 4d6+9, wing 2d8+9, tail slap 4d6+27; or crush 4d8+27; or tail sweep 2d8+27   Face and Reach:   40 ft. by 80 ft. / 15 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 20/+3, SR 33, fire subtype, water breathing, blindsight, keen senses  
Saving Throws  Fortitude: 33  
Reflex: 22  
Will: 33  
Abilities:   Str: 47
Dex: 10
Con: 33
Int: 32
Wis: 33
Cha: 32
Skills:   Bluff +96, Concentration +96, Diplomacy +96, Escape Artist +96, Jump +41, Knowledge (any) +95, Listen +41, Scry +95, Search +41, Spellcraft +41, Spot +41   Feats:   Any 11  
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:   26   Challenge Rating Value:   26  
Treasure:   Double standard   Alignment:   Always lawful good  
Advancement:   42+ HD (Colossal)  

Description:  

Breath Weapon (Su): Either a cone of fire 70x70x70 feet long or a cone of weakening gas 70x70x70 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 24d10, Reflex half DC 41; gas damage Fortitude save (DC 41) or take 12 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 41 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 41) 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 19, 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; 1/day-geas/quest, sunburst, and foresight. 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 19 level sorcerer (save DC 21 + 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 120-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+36 hours plus but ends if the gem is destroyed.

Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.

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 360 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 1200 feet.

 

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