Adult Gold Dragon

The Gold Dragons are considered the rarest species of dragons, and they are usually never seen in direct confrontation, having taken a more passive and leadership role during the Punitive Wars.

Not much is known about these mysterious dragons, but they are quite famous for their incredible intellect and mysterious control over gravity and time. Records found after the war reveal that the gold dragons wrote in a slightly different language that the other dragons, with such scrips remaining unreadable by the mortal races to this day.

The gold dragons are also unique in the way that they refer to their leader. Although all dragons refer to them as “Dragon King”, when dealing with matters inside the order they prefer the term “Ancient Master”.

 **Armor Class:** 19 (Natural Armor)
**Hit Points:** 212 (17d12 + 102)
 STR
 13 (+1)
 **Saving Throws:** DEX +6, CON +13, WIS +11, CHA +7
**Skills:** Insight +7, Perception +12, Stealth +5
**Damage Immunities:** Thunder
**Senses:** Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
**Languages:** Common, Draconic
**Challenge 17** (18,000 XP)

**Divination.** The dragon can replace any attack roll, saving throw, or ability check made by him or a creature that he can see with one of his foretelling rolls. The foretelling rolls are (1, 5, 10, 15, 20)

**Caster Level:** 8th

**Bite.** Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
**Claw.** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

**Action 1:** **Time Statue.** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become petrified for 1 minute, turning into a sand statue. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it.

**Action 2: Whirlwind (7th Level Spell).** A whirlwind of sand howls down to a point on the ground within 300ft. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, the dragon can use its action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 8d6 slashing damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 19 Strength saving throw or become restrained in the whirlwind until the spell ends.

When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against the spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
The dragon is unaffected by this spell.

**Action 3: Forced Gravity and Time.** The dragon conjures an aura around him for up to a minute, bending the laws of space and time. Creature within 120ft of the dragon have their speed halved, and whenever the creature makes more than one weapon attack on a turn or casts a spell that isn’t a cantrip, they take 7 (2d6) psychic damage.