Brass Dragon
Adult Brass Dragon CR: 13
STR
23 +6
DEX
10 +0
CON
21 +5
INT
14 +2
WIS
13 +1
CHA
17 +3
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: +11 1d20+11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) 2d10+6 piercing damage. Claw. Melee Weapon Attack: +11 1d20+11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) 2d6+6 slashing damage. Tail. Melee Weapon Attack: +11 1d20+11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) 2d8+6 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 16 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 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) 1d6 . The dragon uses one of the following breath weapons:
- Fire Breath. The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) 13d6 fire damage on a failed save, or half as much damage on a successful save.
- Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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 29 Dexterity saving throw or take 13 (2d6+6) 2d6+6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed bt the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent change of being extinguished 1d2 .
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.
A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Regional Effects
The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that dragon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell its an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects can pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
Ancient Brass Dragon CR: 20
STR
27 +8
DEX
10 +0
CON
25 +7
INT
16 +3
WIS
15 +2
CHA
19 +4
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 1d20+14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) 2d10+8 piercing damage. Claw. Melee Weapon Attack: +14 1d20+14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) 2d6+8 slashing damage. Tail. Melee Weapon Attack: +14 1d20+14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) 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 18 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 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) 1d6 . The dragon uses one of the following breath weapons:
- Fire Breath. The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) 16d6 fire damage on a failed save, or half as much damage on a successful save.
- Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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 22 Dexterity saving throw or take 15 (2d6+8) 2d6+8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed bt the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent change of being extinguished 1d2 .
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.
A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Regional Effects
The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that dragon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell its an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects can pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
Brass Dragon Wyrmling CR: 1
STR
15 +2
DEX
10 +0
CON
13 +1
INT
10 +0
WIS
11 +0
CHA
13 +1
Actions
Bite. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) 1d10+2 piercing damage. Breath Weapons. Recharge (5-6) 1d6 . The dragon uses one of the following breath weapons:
- Fire Breath. The dragon exhales fire in a 20-foot line 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) 4d6 fire damage on a failed save or half as much on a success.
- Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Young Brass Dragon CR: 6
STR
19 +4
DEX
10 +0
CON
17 +3
INT
12 +1
WIS
11 +0
CHA
15 +2
Actions
Multiattack. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 1d20+7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) 2d10+4 piercing damage. Claw. Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) 2d6+4 slashing damage. Breath Weapons (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons:
- Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) 12d6 fire damage on a failed save, or half as much damage on a successful save.
- Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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