3e SRD:Gold Dragon

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Gold Dragon[edit]

Type: Dragon (Fire)
Climate/Terrain: Any land and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); Adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 4; Very young 6; Young 8; Juvenile 10; Young adult 13; Adult 15; Mature adult 18; Old 20; Very old 21; Ancient 23; Wyrm 24; great Wyrm 26
Treasure: Double standard
Alignment: Always lawful good
Advancement: Wyrmling 9-10 HD (Medium-size); Very young 12-13 HD (Large); Young 15-16 HD (Large); Juvenile 18-19 HD (Large); Young adult 21-22 HD (Huge); Adult 24-25 HD (Huge); Mature adult 27-28 HD (Huge); Old 30-31 HD (Gargantuan); Very old 33-34 HD (Gargantuan); Ancient 36-37 HD (Gargantuan); Wyrm 39-40 HD (Colossal); Great wyrm 42+ HD (Colossal)
Gold Dragons by Age
Age Size Hit Dice (hp) AC Attack Bonus Fort Save Ref Save Will Save Breath Weapon (DC) Fear DC SR
Wyrmling Medium 8d12+16 (68) 17 (+7 natural) +11 +8 +6 +8 2d10 (16)
Very young Large 11d12+33 (104) 19 (-1 size, +10 natural) +15 +10 +7 +10 4d10 (18)
Young Large 14d12+42 (133) 22 (-1 size, +13 natural) +20 +12 +9 +12 6d10 (20)
Juvenile Large 17d12+68 (178) 25 (-1 size, +16 natural) +25 +14 +10 +14 8d10 (22)
Young adult Huge 20d12+100 (230) 27 (-2 size, +19 natural) +28 +17 +12 +16 10d10 (25) 24 21
Adult Huge 23d12+115 (264) 30 (-2 size, +22 natural) +32 +18 +13 +18 12d10 (26) 26 23
Mature adult Huge 26d12+156 (325) 33 (-2 size, +25 natural) +36 +21 +15 +20 14d10 (29) 28 25
Old Gargantuan 29d12+203 (391) 34 (-4 size, +28 natural) +39 +23 +16 +23 16d10 (31) 31 27
Very old Gargantuan 32d12+256 (464) 37 (-4 size, +31 natural) +42 +26 +18 +26 18d10 (34) 34 28
Ancient Gargantuan 35d12+315 (542) 40 (-4 size, +34 natural) +47 +28 +19 +28 20d10 (36) 36 30
Wyrm Colossal 38d12+380 (627) 39 (-8 size, +37 natural) +47 +31 +21 +31 22d10 (39) 39 31
Great wyrm Colossal 41d12+451 (717) 42 (-8 size, +40 natural) +51 +33 +22 +33 24d10 (41) 41 33
Gold Dragon Abilities by Age
Age Speed Str Dex Con Int Wis Cha Special Abilities Caster Level
Wyrmling 60 ft., fly 200 ft. (poor), swim 60 ft. 17 10 15 14 15 14 Fire subtype, water breathing, polymorph self
Very young 60 ft., fly 200 ft. (poor), swim 60 ft. 21 10 17 16 17 16
Young 60 ft., fly 200 ft. (poor), swim 60 ft. 25 10 17 16 17 16 1st
Juvenile 60 ft., fly 200 ft. (poor), swim 60 ft. 29 10 19 18 19 18 Bless 3rd
Young adult 60 ft., fly 200 ft. (poor), swim 60 ft. 31 10 21 18 19 18 Damage reduction 5/+1 5th
Adult 60 ft., fly 200 ft. (poor), swim 60 ft. 33 10 21 20 21 20 Luck bonus 7th
Mature adult 60 ft., fly 200 ft. (poor), swim 60 ft. 35 10 23 20 21 20 Damage reduction 10/+1 9th
Old 60 ft., fly 250 ft. (clumsy), swim 60 ft. 39 10 25 24 25 24 Geas/quest, detect gems 11th
Very old 60 ft., fly 250 ft. (clumsy), swim 60 ft. 41 10 27 26 27 26 Damage reduction 15/+2 13th
Ancient 60 ft., fly 250 ft. (clumsy), swim 60 ft. 43 10 29 28 29 28 Sunburst 15th
Wyrm 60 ft., fly 250 ft. (clumsy), swim 60 ft. 45 10 31 30 31 30 Damage reduction 20/+3 17th
Great wyrm 60 ft., fly 250 ft. (clumsy), swim 60 ft. 47 10 33 32 33 32 Foresight 19th
Gold Dragon Combat Statistics by Age
Age Size Face and Reach Attacks Breath Weapons
Face Reach 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep Line* (Length) Cone** (Length)
Wyrmling Medium 5 ft. by 5 ft. 5 ft. 1d8 1d6 1d4 60 ft. 70 ft.
Very young Large 5 ft. by 10 ft. 10 ft. 2d6 1d8 1d6 1d8 80 ft. 70 ft.
Young Large 5 ft. by 10 ft. 10 ft. 2d6 1d8 1d6 1d8 80 ft. 70 ft.
Juvenile Large 5 ft. by 10 ft. 10 ft. 2d6 1d8 1d6 1d8 80 ft. 70 ft.
Young adult Huge 10 ft. by 20 ft. 10 ft. 2d8 2d6 1d8 2d6 2d8 100 ft. 70 ft.
Adult Huge 10 ft. by 20 ft. 10 ft. 2d8 2d6 1d8 2d6 2d8 100 ft. 70 ft.
Mature adult Huge 10 ft. by 20 ft. 10 ft. 2d8 2d6 1d8 2d6 2d8 100 ft. 70 ft.
Old Gargantuan 20 ft. by 40 ft. 15 ft. 4d6 2d8 2d6 2d8 4d6 2d6 120 ft. 70 ft.
Very old Gargantuan 20 ft. by 40 ft. 15 ft. 4d6 2d8 2d6 2d8 4d6 2d6 120 ft. 70 ft.
Ancient Gargantuan 20 ft. by 40 ft. 15 ft. 4d6 2d8 2d6 2d8 4d6 2d6 120 ft. 70 ft.
Wyrm Colossal 20 ft. by 40 ft. 15 ft. 4d6 2d8 2d6 2d8 4d6 2d6 120 ft. 70 ft.
Great wyrm Colossal 40 ft. by 80 ft. 15 ft. 4d8 4d6 2d8 4d6 4d8 2d8 140 ft. 70 ft.

*A line is always 5 feet high and 5 feet wide.
**A cone is as high and wide as its length.

All dragons speak Draconic.


*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.

Bite: Bite attacks deal the listed damage plus the dragon’s Strength bonus. The dragon also can use its bite to snatch opponents (see the descriptions of feats below). Bite attacks use the full attack bonus.

Claw: Claw attacks deal the listed damage plus half the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents (see the descriptions of feats below). Claw attacks are at -5 to the attack bonus.

Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the listed damage plus half the dragon’s Strength bonus (round down) and are at -5 to the attack bonus.

Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the listed damage plus 1 1/2 times the dragon’s Strength bonus (round down) and is at -5 to the attack bonus.

Crush: A flying or jumping dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body (see Table: Dragon Face and Reach above). Creatures in the affected area must succeed at a Reflex save against a DC equal to that of the dragon’s breath weapon or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don’t escape.

A crush attack deals the listed damage plus 1 1/2 times the dragon’s Strength bonus (round down).

Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half circle with a diameter of 30 feet, centered on the dragon’s rear. A Colossal dragon’s tail sweep has a 40-foot radius. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage plus 1 1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage, against a DC equal to that of the dragon’s breath weapon.

Grappling: Dragons do not favor grapple attacks, though their crush attack and Snatch feat (see the descriptions of feats) use normal grapple rules.

If grappled by a creature the same size or larger, a dragon can return the attack with its bite and all four legs (the rear legs deal claw damage). If snatched or crushed by a larger dragon, a dragon can respond only with grapple attacks to try winning free, or with bite or breath weapon attacks. If grappled by a creature smaller than itself, the dragon can respond with any of its physical attacks other than a tail sweep.

The dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks.

Breath Weapon (Su): 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, with an area as noted below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and type, listed in the individual entry. Saves against nondamaging breath weapons use the same DC, but the types vary as noted in the variety descriptions.

Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.

A gold dragon has two forms of breath weapon, a cone of fire or a cone of weakening gas. Creatures within the latter must succeed at a Fortitude save or take 1 point of temporary Strength damage per age category of the dragon.

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 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon.

A potentially affected creature that succeeds at a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Charisma modifier) 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.

Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domains as arcane spells.

Spell-Like Abilities: A dragon’s spell-like abilities depend on its age and variety. It gains the abilities listed for its age plus all previous ones, using its age category or its sorcerer caster level, whichever is higher, as the caster level. The save DC is 10 + dragon’s Charisma modifier + spell level. All spell-like abilities are usable once per day unless otherwise specified.

Other 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).

Immunities (Ex): All dragons are immune to sleep and paralysis effects. Each variety of dragon is immune to one or two additional forms of attack no matter what its age, as listed in its description.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as listed in the variety descriptions.

Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon’s age category.

Keen Senses (Ex): A dragon 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 100 feet x the dragon’s age category.

Skills: All dragons start with 6 skill points per Hit Die, plus bonus points equal to Intelligence modifier x HD, and purchase the following skills at 1 rank per Hit Die: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, Knowledge (any), and Scry at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.

Dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die, provided they have an Intelligence bonus of at least +1 (Intelligence score 12+).

Gold dragons have the Jump skill for free at 1 rank per Hit Die.

Feats: All dragons have one feat, plus an additional feat per 4 HD. Dragons favor Alertness, Cleave (claw or tail slap attacks only), Improved Initiative, Power Attack, Sunder, Weapon Focus (claw or bite), and any metamagic feat that is available and useful to sorcerers. Dragons can also choose from the following feats: Flyby Attack

Hover: When flying, a dragon can halt its forward motion and hover in place, fly straight down, or fly straight up regardless of its maneuverability. While hovering, it can attack with its bite and all four feet (its hind feet deal claw damage) and can make tail slap attacks if normally allowed to do so. If it can make a tail sweep, it can do so while hovering but can make no other attacks. A hovering dragon cannot make wing attacks. It can use its breath weapon instead of making physical attacks. If a dragon hovers close to the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 30 feet x the dragon’s age category. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The cloud obscures vision, and creatures caught within are blinded while inside and for 1 round after emerging. Those caught in the cloud must succeed at a Concentration check (DC 10 + 1/2 dragon’s HD) to cast a spell.

Quicken Spell-Like Ability: The dragon can use one of its spell-like abilities each round as a free action.

Snatch: A dragon that hits with a claw or bite attack attempts to start a grapple as though it had the improved grab special attack. If the dragon gets a hold with a claw on a creature four or more sizes smaller, it squeezes each round for automatic claw damage. If it gets a hold with its bite on a creature three or more sizes smaller, it automatically deals bite damage each round, or if it does not move and takes no other action in combat, it deals double bite damage to the snatched creature. A snatched creature gets no saving throw against the dragon’s breath weapon. The dragon can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 10 feet, and takes 1d6 points of damage, per age category of the dragon. If the dragon flings it while flying, the creature suffers this amount or falling damage, whichever is greater.

Wingover: A flying dragon can change direction quickly once each round. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A dragon cannot gain altitude during the round it executes a wingover, but it can dive.

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).

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 10-foot radius per age category of the 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 hours plus 3 hours per age category of the dragon 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.

Dragon Overland Movement

Dragons are exceedingly strong flyers and can cover vast distances quickly.

Dragon Overland Flying Speeds
Flight Speed 100 feet 150 feet 200 feet 250 feet
One Hour
Normal 15 miles 20 miles 30 miles 40 miles
Hustle 24 miles 40 miles 60 miles 80 miles
One Day
Normal 120 miles 160 miles 240 miles 320 miles

Dragons do not tire as quickly as other creatures when moving overland. If a dragon attempts a hustle or forced march, check for subdual damage once every 2 hours instead of every hour.


Armorsmiths can work with dragonhides to produce masterwork armor or shields for the normal cost. One dragon produces enough hide for a single suit of masterwork hide armor for a creature up to one size smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature up to two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, there is enough hide to produce a small or large masterwork shield in addition to the armor, provided that the dragon is of at least Large size.

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