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Gold Dragon 5e: Every Age, Weakening Breath and the 2024 Banish
The gold dragon is the strongest metallic dragon in the SRD. Its ages run CR 3 (wyrmling), CR 10 (young), CR 17 (adult) and CR 24 (ancient), and the ancient ties the ancient red for the highest CR of any SRD dragon. An adult gold has AC 19, 256 hit points (243 in 2024), fire immunity, a 60-foot cone of fire for 66 damage at DC 21 and a Weakening Breath that cripples Strength-based fighters. In 2024 it can also Banish a character to a demiplane for a round as a legendary action.
Bite.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons (Recharge 5–6).The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Fire Breath (Recharge 5–6).Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath.Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The gold wyrmling is the only CR 3 metallic dragon in the SRD and the sturdiest metallic wyrmling: 60 hit points, AC 17, Dexterity 14. It breathes 22 fire damage in a 15-foot cone. The 2024 version adds a second Rend (two attacks at +6 for 9 each) and lets it use Weakening Breath as a normal action with no recharge, so a party of 3rd-level fighters can find their swords suddenly heavy every turn.
Multiattack.The dragon makes three attacks: one with its bite and two with its claws.
Bite.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw.Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapons (Recharge 5–6).The dragon uses one of the following breath weapons. Fire Breath. 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. Weakening Breath. 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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Fire Breath (Recharge 5–6).Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage.
Weakening Breath.Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The young gold has 178 hit points, Insight +5 and Persuasion +9, so it reads and talks to a party better than it fights them. Its 2014 bite and claws total 43; the 2024 Rends total 51, and one of them can become a Weakening Breath. That makes the 2024 young gold a steady debuffer: two Rends plus a cone that gives Disadvantage on Strength-based D20 Tests and takes 1d6 off every damage roll of anyone who fails.
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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw.Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail.Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 21 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 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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.
Legendary Actions
The adult gold 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 adult gold 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 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Challenge 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits
Amphibious.The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair).If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
Rend.Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.
Fire Breath (Recharge 5–6).Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage.
Spellcasting.The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (beast or humanoid form only, no temporary hit points gained from the spell, and no concentration or temporary hit points required to maintain the spell)
1/Day Each: Flame Strike, Zone of Truth
Weakening Breath.Strength Saving Throw: DC 21, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the adult gold dragon can expend a use to take one of the following actions. The adult gold dragon regains all expended uses at the start of each of its turns.
Banish.Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce.The dragon moves up to half its Speed, and it makes one Rend attack.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
The 2014 adult opens with Frightful Presence (DC 21, the highest of any adult dragon in the 2014 SRD) and follows with a bite and two claws at +14 for 49 total. Its legendary actions are the standard Detect, Tail Attack and Wing Attack (DC 22).
The 2024 adult casts spells with DC 21 and +13 to hit:
•At will:Detect Magic, Guiding Bolt (level 2 version) and Shapechange (Beast or Humanoid only, no Concentration).
•1/day each: Flame Strike and Zone of Truth.
Its legendary actions are Banish, Guiding Light (Guiding Bolt) and Pounce. Banish is the headline: a DC 21 Charisma save, and on a failure the target takes 10 force damage, is Incapacitated and vanishes to a harmless demiplane until the start of the dragon's next turn. The dragon then picks where it reappears, anywhere within 120 feet of itself. Banish works once between the dragon's turns.
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 ancient gold 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 ancient gold 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 ft. 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.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Challenge 24 (XP 62,000, or 75,000 in lair; PB +7)
Traits
Amphibious.The dragon can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair).If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.
Rend.Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.
Fire Breath (Recharge 5–6).Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage.
Spellcasting.The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (beast or humanoid form only, no temporary hit points gained from the spell, and no concentration or temporary hit points required to maintain the spell)
1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
Weakening Breath.Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the ancient gold dragon can expend a use to take one of the following actions. The ancient gold dragon regains all expended uses at the start of each of its turns.
Banish.Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce.The dragon moves up to half its Speed, and it makes one Rend attack.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
At 546 hit points and AC 22, the ancient gold ties the 2014 ancient red for the most hit points of any SRD dragon, and in 2024 (where the ancient red drops to 507) it has the most outright. Its 2014 version adds Change Shape and Frightful Presence at DC 24. The 2024 version swings three Rends at +17 for 28 each (84 total), throws a level 4 Guiding Bolt (7d6, about 24.5 radiant), and once a day each casts a level 6 Flame Strike, Word of Recall and Zone of Truth. Its Banish deals 24 (7d6) force at DC 24, and Weakening Breath takes 1d10 off every damage roll.
The 2024 Gold Dragon: What's Different
2014
2024
Breath weapons
One action, recharge 5–6, choose fire or weakening
Fire recharges; Weakening Breath doesn't
Weakening effect
Disadvantage on Strength attacks, checks and saves
Disadvantage on Strength-based D20 Tests and a penalty to all damage rolls
Adult melee
Bite + 2 claws, 49 damage
3 Rends, 63 damage (fire on top of each)
Adult legendary actions
Detect, Tail, Wing Attack
Banish, Guiding Light, Pounce
Adult HP
256
243
Save proficiencies
Dex, Con, Wis, Cha
Dex, Wis
Shape-shifting
Change Shape (ancient only)
Shapechange at will (adult and ancient)
One 2024 detail matters for stacking: Weakening Breath only affects creatures not already under its effect, so a second breath doesn't refresh or double the penalty on someone who is still weakened.
How Gold Dragons Fight
A gold dragon wins by taking pieces off the board. Weakening Breath neuters the martial characters, Banish removes one character a round, and the fire cone punishes whoever's left in a cluster.
Breathe fire first. The adult's 66-damage cone on a Dexterity save is its biggest single hit. A cleric with Dexterity +1 fails DC 21 on anything but a 20 (95%); a monk proficient in Dexterity saves at level 17 (+11) still fails on a 9 or lower, 45% of the time.
Weaken the front line. In 2024 the adult swaps one Rend for Weakening Breath. A fighter with Strength +5 and proficiency (+11 at level 17) fails DC 21 on a 9 or lower, 45% of the time. A wizard with Strength −1 can't make it at all. A weakened barbarian has Disadvantage on Strength attacks and subtracts 1d6 from every damage roll, which costs a two-attack character around 7 damage a round before the Disadvantage.
Banish with timing. Legendary actions happen right after another creature's turn. Banish the character whose turn comes next in initiative and it misses that turn entirely, because it's gone until the start of the dragon's turn. Then the dragon chooses where it lands: alone, 120 feet from its healer, or right in front of where the next fire cone will go. A fighter with Charisma +0 fails DC 21 on any roll. A 17th-level paladin with Charisma 20 saves at +16 (+5, proficiency +6, and +5 more from its own Aura of Protection) and still fails on a 4 or lower, 20% of the time.
Underwater, its fire gets worse, not better. Gold dragons are amphibious with a 40-foot swim speed, but anything underwater has resistance to fire. A gold that chases a party into a lake halves its own breath. Under water it relies on Rends, Banish and Guiding Bolt, or it surfaces.
Flame Strike for resistant targets. Flame Strike splits its damage between fire and radiant (5d6 each at level 5, about 35 total on a failed Dexterity save). A character with fire resistance still takes the full radiant half.
When it holds back. A lawful good gold has every reason to test rather than kill. Zone of Truth (2024) and Persuasion +13 (adult) make it a natural interrogator, and Banish takes a character out of the fight for only 10 force damage.
Running a Gold Dragon Encounter
These are 2024 budgets for four characters.
Gold dragon
XP
Where it fits
Wyrmling
700
High at level 2 (800); Moderate at level 3 (900)
Young
5,900
High at level 7 or Moderate at level 8 (both 6,800)
Adult
18,000
High at level 12 (18,800); Moderate at level 14 (19,600)
Adult, in lair
20,000
High at level 13 (21,600); Moderate at level 15 (21,600)
Ancient
62,000
High at level 19 (68,800)
Ancient, in lair
75,000
High at level 20 (88,000)
The ancient gold is a capstone monster. Even at level 20, an ancient in its lair uses most of a High budget by itself.
A party heavy on Strength-based martial characters will find any gold harder than its XP suggests, because Weakening Breath hits exactly them. A caster-heavy party will find it easier. Use our encounter calculator to compare the 2024 budget with the 2014 Dungeon Master's Guide rating, and the initiative tracker to time Banish against the turn order.
How Players Beat Gold Dragons
•Dexterity-based attackers shine. Weakening Breath only hits Strength-based rolls. Rogues, rangers and Dexterity fighters keep their full damage in 2014 and lose only the damage penalty in 2024.
•Protect your Charisma-weak characters. Banish targets Charisma. Keep a paladin's aura near the fighters (where the aura applies) and expect the dragon to banish whoever has the worst Charisma save.
•Fight it in the water. Underwater, everyone gets fire resistance. If your party can breathe and move underwater, a lake fight halves its best weapon.
•Don't waste fire. It's immune. Fireball does nothing; cold, lightning, force and radiant work normally.
•Burn Legendary Resistance on Constitution and Charisma. The 2024 adult's Constitution save is +7 and Charisma +7, far below the 2014 version's +13 on both. Its proficient saves are Dexterity and Wisdom (+8 each).
•Ask what it wants. A gold dragon in a fight with good-aligned heroes is usually a misunderstanding or a test. Zone of Truth cuts both ways: read literally, the spell doesn't exempt its caster, so a dragon standing in its own zone makes the same save.
Gold Dragon vs Red Dragon
Both breathe fire, both are immune to fire, and both reach CR 17 as adults and CR 24 as ancients, so the same spells fail against them. The red dragon is chaotic evil and has a single breath weapon. The gold is lawful good, amphibious, carries Weakening Breath and, in 2024, Banish. The adult red keeps 256 hit points in 2024 while the gold drops to 243, but the gold's three Rends (63 damage) out-hit the red's (54). If you want a fire dragon your party can reason with, use the gold; if you want one that wants them dead, use the red.
Gold Dragon Encounter Ideas
The proving duel. An adult gold agrees to fight a lich's army beside the kingdom, but only if the party proves itself in a nonlethal duel on an island in a lake. It uses Weakening Breath, Banish and Rends (2024 rules), never fire, and yields at half its hit points. Clever players can drag the fight into the water, which the gold respects.
The rescued wyrmling. A collector of rare beasts keeps a gold wyrmling in a cage. When the party frees it, its first act is a Weakening Breath on the nearest armored person, because armored people put it in the cage. It can be calmed, and it remembers who helped.
The dominated sovereign. A villain has used Dominate Monster on an ancient gold. The party must survive the dragon without killing it while they find a way to break the spell. Every turn it's forced to Banish one of them is a turn they can't spend on the villain.
Frequently Asked Questions
What CR is a gold dragon in 5e?
A gold dragon wyrmling is CR 3, a young gold dragon CR 10, an adult gold dragon CR 17 and an ancient gold dragon CR 24. The CRs are the same in 2014 and 2024. The ancient gold and the ancient red share the highest CR of any SRD dragon.
What does a gold dragon's Weakening Breath do?
In 2014, creatures that fail a Strength save have Disadvantage on Strength-based attack rolls, Strength checks and Strength saves for up to 1 minute. In 2024 they have Disadvantage on Strength-based D20 Tests and subtract a die (1d4 to 1d10 by age) from every damage roll, repeating the save each turn.
Is a gold dragon immune to fire?
Yes. All gold dragons are immune to fire damage and have no other damage immunities or resistances.
Can gold dragons breathe underwater?
Yes. Gold dragons have the Amphibious trait and a swim speed (30 feet as wyrmlings, 40 feet after). Underwater, though, every creature has resistance to fire, so a gold's Fire Breath deals half damage to submerged targets.
How many hit points does an adult gold dragon have?
256 (19d12 + 133) in the 2014 rules and 243 (18d12 + 126) in the 2024 rules. The ancient gold has 546 in both.
What does the gold dragon's Banish do?
It's a 2024 legendary action. One creature within 120 feet makes a Charisma save (DC 21 adult, DC 24 ancient). On a failure it takes force damage, is Incapacitated and is sent to a harmless demiplane until the start of the dragon's next turn, when it reappears wherever the dragon chooses within 120 feet.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.