Summary:
Adopted son of Onyx Alexandros, he had a rough start on life. Merely months old, he was tortured endlessly by Hexon for months straight. Hexon wanted to turn Sundrop (His name at the time) into a Shadow Dragon to use him against the Shadow Stalkers and inevitably against his own adoptive father. Fortunately, Sundrop was able to resist Hexon's torture and left on the island of Chult to be sacrificed for Hexon. Fortunately the Shadow Stalkers found Sundrop and returned him to Onyx, who was training a army on the Isle of Greenest, and raising his younger adoptive brother, Fayrid Alexandros.
Feats and Traits:
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.
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.
Regional Effects:
The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.
Lair Actions:
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.