For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Amphibious --repeating_npctrait_-CREATE_description|The dragon can breathe air and water.
!setattr --sel --repeating_npctrait_-CREATE_name|Legendary Resistance --repeating_npctrait_-CREATE_description|If the dragon fails a saving throw, it can choose to succeed instead.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
!setattr --sel --repeating_npcaction_-CREATE_name|Frightful Presence --repeating_npcaction_-CREATE_description|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.
!setattr --sel --repeating_npcaction_-CREATE_name|Breath Weapons --repeating_npcaction_-CREATE_description|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.
!setattr --sel --repeating_npcaction_-CREATE_name|Change Shape --repeating_npcaction_-CREATE_description|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.
!setattr --sel --repeating_npcaction-l_-CREATE_name|Detect --repeating_npcaction-l_-CREATE_description|The dragon makes a Wisdom (Perception) check.
!setattr --sel --repeating_npcaction-l_-CREATE_name|Tail Attack --repeating_npcaction-l_-CREATE_description|The dragon makes a tail attack.
!setattr --sel --repeating_npcaction-l_-CREATE_name|Wing Attack (Costs 2 Actions) --repeating_npcaction-l_-CREATE_description|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.
Legendary Resistance.
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: .
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.
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 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.
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
3
Legendary Actions
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. 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 and be knocked prone. The dragon can then fly up to half its flying speed.
Lifecycle
Follow this creature’s possible stages of maturity.
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