Gold Greatwyrm

Fizban's Treasury of Dragons p. 208

Tamaño
Gargantuesco
Tipo
dragon (metallic)
Alineamiento
typically lawful good
CA
22 (natural armor)
Puntos de golpe
565 (29d20+261)
Velocidad
walk 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
Salvaciones
Dex +11, Con +17, Int +13, Wis +14, Cha +18
Habilidades
Insight +14, Perception +22, Persuasion +18
Inmunidades
fire
Inmunidad a estados
charmed, frightened, poisoned
Sentidos
truesight 120 ft.
Percepción pasiva
32
Idiomas
Common, Draconic
Desafío
28
Linaje
Greatwyrm
FUE
30
+10
DES
16
+3
CON
29
+9
INT
21
+5
SAB
22
+6
CAR
30
+10

Rasgos

Proficiency Bonus

+8

Legendary Resistance (4/Day)

If the greatwyrm fails a saving throw, it can choose to succeed instead.

recharge

4/DAY

Metallic Awakening (Recharges after a Short or Long Rest)

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.

recharge

SHORT

Unusual Nature

The greatwyrm doesn't require food or drink.

Acciones

Multiattack

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Tail

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5-6)

The greatwyrm uses one of the following breath weapons:

  • Elemental Breath: The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 84 (13d12) fire damage on a failed save, or half as much damage on a successful one.
  • Sapping Breath: The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D5

Change Shape

The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

Acciones legendarias

Legendary Actions (3/Turn)

The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The greatwyrm regains spent legendary actions at the start of its turn.

recharge

3/TURN

Attack

The greatwyrm makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions)

The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Mythic Actions

If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite

The greatwyrm makes one Bite attack.

Shattering Roar (Costs 2 Actions)

The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.

Otros datos

description

Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness. A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status. Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.