THE SHARED REFERENCE Adventurer

Monster

Gold Greatwyrm

Outside your table’s allowed sources

Official reference · FTD · 2014

Creature type
Dragon
Size
Gargantuan
Armor class
22 (natural armor)
Hit points
565 (29d20 + 261)
Speed
Walk 60 ft., Burrow 60 ft., Fly 120 ft., Swim 60 ft.
Challenge rating
28
Alignment
Lawful Good
Strength
30
Dexterity
16
Constitution
29
Intelligence
21
Wisdom
22
Charisma
30
Passive Perception
32
Saving Throws
dex: +11; con: +17; int: +13; wis: +14; cha: +18
Skills
insight: +14; perception: +22; persuasion: +18
Senses
truesight 120 ft.
Languages
Common, Draconic
Immunities
fire
Condition Immunities
charmed, frightened, poisoned

Traits

Legendary Resistance (4/Day)

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

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.

Unusual Nature

The greatwyrm doesn't require food or drink.

Actions

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:

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.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

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

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.

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