Unarmed Strike (Vampire Form Only). +7 to hit.
Hit. 8 (1d8+3) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 15).
Bite (Bat or Vampire Form Only). +7 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 7 (1d6+3) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Children of the Night (1/Day). The vampire magically calls 1d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.
The vampire can take 2 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). Only one Legendary Action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Unarmed Strike (Vampire Form Only). +7 to hit.
Hit. 12 (2d8+3) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 15).
Bite (Bat or Vampire Form Only). +7 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 10 (2d6+3) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Children of the Night (1/Day). The vampire magically calls 1d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.
The vampire can take 2 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). Only one Legendary Action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Unarmed Strike (Vampire Form Only). +9 to hit.
Hit. 9 (1d8+4) bludgeoning..
Instead of dealing damage, the vampire can grapple the target (Escape DC 17).
Bite (Bat or Vampire Form Only). +9 to hit., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit. 8 (1d6+4) piercing plus 11 (3d6) necrotic.
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets 1 humanoid it can see within 30 feet of it, forcing it to succeed on a DC 17 WIS save or be charmed by the vampire. Victims regard the vampire as a friend to be heeded and protected for 24 hours or until the vampire is destroyed.
Children of the Night (1/Day). The vampire magically calls 1d4 CR 1/4 Beasts that arrive in 1d4 rounds and remaining for 1 hour.
The vampire can take 3 legendary actions, choosing to Bite (2 Actions), Strike, or Dash (no Opportunity Attacks). Only one Legendary Action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
Frightful Presence. Each creature of the dragon’s choice that is within 100 ft of the dragon and aware of it must succeed on a DC 16 WIS save or become frightened for 1 minute. 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, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Magic Resistance. The Dragon has advantage on saving throws against spells and other magical effects.
Multiattack. The dragon makes three attacks: one with its bite and 1 with its claws.
Bite. Melee Weapon: +8 to hit reach 10 ft.
Hit: 16 (4d10+5) Piercing plus 4 (2d6) Fire Damage.
Grappler. The Dragon may attempt to Grapple targets (Escape DC 16) it has bitten as a Bonus Action. Grappled targets take the Bite's fire damage at the start of their turn. If the dragon starts its turn grappling someone in this way, it may attempt to engulf them as an attack. Engulfed creatures must make a CON save vs the Dragon's breath weapon at the start of each turn, and take half the damage the dragon suffers until they escape. Escaping requires forcing the dragon to fail a CON save (as if a spell) with damage from within.
Claw. Melee Weapon: +8 to hit reach 5 ft.
Hit: 9 (2d6+5) slashing damage.
Tail. All creatures within 15 ft. of the dragon must make a DC 16 DEX save or take 30 (4d10+8) Bludgeoning damage and be knocked prone. Failing by 5 or more causes the creatures to be sent flying 25ft back. On success, creatures take half the damage and aren't knocked prone.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 18 DEX save taking 49 (15d6) fire damage on a failed save or half as much damage on a successful one.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOOOO/day). When the Gold Dragon fails a saving throw, it may choose to succeed instead.
Multiattack. The dragon makes three attacks: one with its bite and 1 with its claws.
Bite. Melee Weapon: +7 to hit reach 10 ft.
Hit: 15 (4d10+4) Piercing plus 4 (2d6) Fire Damage.
Grappler. The Dragon may attempt to Grapple targets (Escape DC 15) it has bitten as a Bonus Action. Grappled targets take the Bite's fire damage at the start of their turn. If the dragon starts its turn grappling someone in this way, it may attempt to engulf them as an attack. Engulfed creatures must make a CON save vs the Dragon's breath weapon at the start of each turn, and take half the damage the dragon suffers until they escape. Escaping requires forcing the dragon to fail a CON save (as if a spell) with damage from within.
Claw. Melee Weapon: +7 to hit reach 5 ft.
Hit: 9 (2d6+4) slashing damage.
Tail. All creatures within 15 ft. of the dragon must make a DC 15 DEX save or take 29 (4d10+7) Bludgeoning damage and be knocked prone. Failing by 5 or more causes the creatures to be sent flying 20ft back. On success, creatures take half the damage and aren't knocked prone.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30 foot cone.
Each creature in that area must make a DC 17 DEX save taking 46 (14d6) fire damage on a failed save or half as much damage on a successful one.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 2 Actions.
Legendary Resistance (OOOOO/day). When the Gold Dragon fails a saving throw, it may choose to succeed instead.