Dragon, Gold Adult (CR 15)

Huge Dragon (Fire)
Alignment: Always Lawful Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic


AC: 30 (-2 size, +22 natural), touch 8, flat-footed 30
Hit Dice: 23d12+115 (264 hp); DR: DR 5/magic
Fort +18, Ref +13, Will +18
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +23; Grapple +42
Attack: 1 Bite +32, 2 claws +27, 2 wings +27, 1 Tail Slap +27, 1 crush +27 melee; Breath +32 ranged
Damage: 1 bite 2d8+11, 2 claws 2d6+5, 2 wings 1d8+5, 1 tail slap 2d6+16, 1 crush 2d8+16, Breath weapon 12d10 (26)
Special Attacks: Breath Weapon, fear (DC 26), SR 23
Abilities: Str 33, Dex 10, Con 21, Int 20, Wis 21, Cha 20
Special Qualities: Luck bonus, Bless, Fire subtype, water breathing, polymorph self, CL 7 *Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells
Feats: #Feats: 8
Skills: Skill points: 121 and plus Jump 23
Advancement: 22-23 HD (Huge)
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard

Source: Monster Manual

Dragons are winged, reptile-like creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.

All dragons gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm.

Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare. Although goals and ideals very among varieties, all dragons are covetous. They like to hoard wealth collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It's pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the great wyrm stage, hundreds of gems and coins are embedded in its hide.

All dragons speak Draconic.

Although all dragons are believed to have come from the same roots tens of thousands of years ago, the present varieties keep to themselves and cooperate only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral specimens have been found with either. Gold dragons occasionally associate with silver dragons.

When evil dragons of different varieties encounter one another, they usually fight to protect their territories. Good dragons are more tolerant, though also very territorial, and usually try to work out differences in a peaceful manner.

Dragons follow a number of reproductive strategies to suit their needs and temperaments. These help assure the continuation of a dragon's bloodline, no matter what happens to the parent or the parent's lair. Young adults, particularly evil or less intelligent ones, tend to lay clutches of 1d4+1 eggs all around the countryside, leaving their offspring to fend for themselves. These hatch into clutches of dragons, usually juvenile or younger, which stick together until they can establish their own lairs.

Older and more intelligent dragons form families consisting of a mated pair and 1d4+1 young. Mated dragons are always adults or mature adults; offspring found with their parents are wyrmlings (01-10 on d%), very young (11-30), young (31-50), juvenile (51-90), or young adult (91-100). Shortly after a dragon reaches the young adult (or rarely, juvenile) stage, it leaves its parents to establish a lair of its own.

A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with non-draconic foster parents.

Dragon Overland Movement

Dragons are exceedingly strong flyers and can cover vast distances quickly. Dragons do not tire as quickly as other creatures when moving overland. If a dragon attempts a hustle or forced march (see page 143 in the Player's Handbook), check for subdual damage once every 2 hours instead of every hour.

Gold dragons are graceful, sinuous, and wise. They hate injustice and foul play, often embarking on self-appointed quests to promote good. A gold dragon usually assumes human or animal guise.

On hatching, a gold dragon's scales are dark yellow with golden metallic flecks. The flecks get larger as the dragon matures until, at the adult stage, the scales grow completely golden. Gold dragons' faces are bewhiskered and sagacious; as they age their pupils fade until the eyes resemble pools of molten gold. They smell of saffron and incense.

Gold dragons can live anywhere. Their lairs are secluded and always made of stone, whether caves or castles. These usually have loyal guards: animals appropriate to the terrain - storm giants, or good cloud giants. Giants usually form a mutual defensive agreement with a dragon.

Gold dragons usually sustain themselves on pearls or small gems. Such gifts are well received, as long as they are not bribes.

Combat

Gold dragons usually parley before fighting. When conversing with intelligent creatures they use discern lies and detect gems to gain the upper hand. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud.

Breath Weapon (Su): A gold dragon has two forms of breath weapon, a cone of fire (12d10 damage, Reflex save for half damage DC 26) or a cone of weakening gas. Creatures within the latter must succeed at a Fortitude save (DC 26) or take 6 points of temporary Strength damage. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. If the dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

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).

Alternate Form(Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. A dragon can remain in its animal or humanoid form until it wishes to assume a new one or return to its natural form. A true seeing spell or ability reveals the creature's natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 180 feet are subject to the effect if they have fewer HD than the dragon (23).

A potentially affected creature that succeeds at a Will save (DC 26) remains 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.

Dragons ignore the frightful presence of other dragons.