CR 24

The weather today: Foggy

Tonight's moon: New moon

Description
Landscape and flora
Random encounter

Creatures and Threats

Common Fauna in the Area
Monsters and others
  • Levels 1-4
  • Levels 5-10
  • Levels 11-16
Possible Monster Motives
  • Guarding a secret
  • Possessed by an evil
  • Protecting territory
  • Enthralled by a magic item
  • Under a curse

Loot Suggestions

Mundane
1d20 electrum pieces
Modest
1d20 silver pieces
Great
A plain wooden chest

Filled with leather sacks, each containing gems. A sack contains one of the following:

  • 2d100 malachite (worth 10gp each)
  • 4d100 lapis lazuli (worth 10 gp each)
  • 4d20 onyx (worth 50 gp each)
  • 3d20 moonstone (worth 50 gp each)
  • 2d8 amethyst (worth 100 gp each)
  • 2d12 topaz (worth 100 gp each)
  • 4d4 emeralds (worth 1000 gp each)
  • 2d4 diamonds (worth 1,000 gp each)
Magic Item
Adamantine Armor

Armor (medium or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

Spell Scroll
Animate Dead

3rd-level necromancy Casting Time: 1 minuteRange: 10 feetComponents: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)Duration: Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, […]

In case you want to terrify your players...

Ancient Gold Dragon

  • Gargantuan dragon, lawful good

    Armor Class 22 (natural armor)
    Hit Points 546 (28d20 + 252)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STRDEXCONINTWISCHA
    30 (+10)14 (+2)29 (+9)18 (+4)17 (+3)28 (+9)

    Saving Throws Dex +9, Con +16, Wis +10, Cha +16
    Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 24 (62,000 XP)

    Amphibious. The dragon can breathe air and water.
    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
    Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
    Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
    Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw 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.
    Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
    Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.
    Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
    Detect. The dragon makes a Wisdom (Perception) check.
    Tail Attack. The dragon makes a tail attack.
    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    created by Wizards of the Coast

Motive
  • Protecting their young

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