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max-width: 700px;
margin: auto;
font-size: 18px;
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<title>Young Gold Dragon</title>
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<body>
<h1>Young Gold Dragon</h1>
<p><em>Large</em> <em>Dragon</em> <em>lawful good</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 178 (17d10+85)</li>
<li><strong>Speed:</strong> walk 40 ft. fly 80 ft. swim 40 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> 5.1 SRD (2015 MM), page 300</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>23 (+6)</td>
<td>14 (+2)</td>
<td>21 (+5)</td>
<td>16 (+3)</td>
<td>13 (+1)</td>
<td>20 (+5)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Con +9, Wis +5, Cha +9</li>
<li><strong>Skills:</strong> insight +5, perception +9, persuasion +9, stealth +6</li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Senses:</strong> blindsight 30 ft., darkvision 120 ft., passive Perception 19</li>
<li><strong>Languages:</strong> Common, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The dragon can breathe air and water.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The dragon makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.</li>
<li><strong>Breath Weapons (Recharge 5-6):</strong> The dragon uses one of the following breath weapons.<br><strong>Fire Breath.</strong> The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.<br><strong>Weakening Breath.</strong> The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.</li>
</ul>
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