Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
± 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 120'
Climb/Arboreal:
Flight:
± 240' (AA:II)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Brass Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Brass Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +10
Wisdom: +6
Constitution: +8
Attributes
Strength: 23
Dexterity: 10
Constitution: 21
Intelligence: 14
Wisdon: 13
Charisma: 17
Skills
history: +7
perception: +11
persuasion: +8
stealth: +5
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 21
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 16):
Detect Magic
Minor Illusion
Scorching Ray
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)
Speak with Animals
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 16):
Detect Thoughts
Control Weather
Immunities
Damage Immunities
fire
Legendary Action
Blazing Light
The dragon uses Spellcasting to cast Scorching Ray.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Scorching Sands
dex 16, one creature the dragon can see within 120 feet. 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 18, each creature in a 60-foot-long, 5-foot-wide Line [Area of Effect]|Line. 45 (10d8) Fire damage. Half damage.
Action
Sleep Breath
con 18, each creature in a 60-foot Cone [Area of Effect]|Cone. The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. 2 The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Action
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 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 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.
Action
Breath Weapons {@recharge 5}
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 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a 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.
Offense
Bite
Circumstance: Melee
11 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage.
Offense
Rend
Circumstance: Melee
11, reach 10 ft. (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Offense
Tail
Circumstance: Melee
11 to hit, reach 15 ft., one target. (2d8 + 6) bludgeoning damage.
Languages
Common
Draconic
Environments
desert
Adult brass dragons know many secrets and have vast networks of contacts. These dragons share perspectives they've learned from across the world and passionately combat the lies of con artists and villains that lead people astray.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Brass Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Brass Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Brass Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +13
Wisdom: +8
Constitution: +10
Attributes
Strength: 27
Dexterity: 10
Constitution: 25
Intelligence: 16
Wisdon: 15
Charisma: 19
Skills
history: +9
perception: +14
persuasion: +10
stealth: +6
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 24
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 20):
Detect Magic
Minor Illusion
Scorching Ray (level 3 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)
Speak with Animals
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 20):
Control Weather
Detect Thoughts
Immunities
Damage Immunities
fire
Legendary Action
Blazing Light
The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Scorching Sands
dex 20, one creature the dragon can see within 120 feet. 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 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.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 21, each creature in a 90-foot-long, 5-foot-wide Line [Area of Effect]|Line. 58 (13d8) Fire damage. Half damage.
Action
Sleep Breath
con 21, each creature in a 90-foot Cone [Area of Effect]|Cone. The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. 2 The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Action
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 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 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.
Action
Breath Weapons {@recharge 5}
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 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a 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.
Action
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.
Offense
Bite
Circumstance: Melee
14 to hit, reach 15 ft., one target. (2d10 + 8) piercing damage.
Offense
Rend
Circumstance: Melee
14, reach 15 ft. (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Offense
Claw
Circumstance: Melee
14 to hit, reach 10 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
14 to hit, reach 20 ft., one target. (2d8 + 8) bludgeoning damage.
Languages
Common
Draconic
Environments
desert
Ancient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally or through webs of messengers, ancient brass dragons keep allies informed about challenges they can face together.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Brass Dragon)
Actions/Abilities/Traits: D&D 5e (Brass Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Brass Dragon Wyrmling)
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +3
Wisdom: +2
Constitution: +3
Attributes
Strength: 15
Dexterity: 10
Constitution: 13
Intelligence: 10
Wisdon: 11
Charisma: 13
Skills
perception: +4
stealth: +2
Senses
blindsight 10 ft.
darkvision 60 ft.
Passive Perception: 14
Immunities
Damage Immunities
fire
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Fire Breath: The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a 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.
Action
Fire Breath {@recharge 5}
dex 11, each creature in a 20-foot-long, 5-foot-wide Line [Area of Effect]|Line. 14 (4d6) Fire damage. Half damage.
Action
Sleep Breath
con 11, each creature in a 15-foot Cone [Area of Effect]|Cone. The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. 2 The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage.
Offense
Rend
Circumstance: Melee
4, reach 5 ft. (1d10 + 2) Slashing damage.
Languages
Draconic
Environments
desert
Brass dragon wyrmlings are relentlessly curious. These dragons eagerly engage approachable creatures and are quick to explore any place that has an interesting story. Once they hear tales of adventure, many are keen to start their own quests.
5e Tools
Actions/Abilities/Traits: D&D 5e (Brass Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Brass Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Brass Greatwyrm)
Saving Throws
Saving Throw Bonuses
Dexterity: +11
Consitution: +17
Intelligence: +13
Wisdom: +14
Constitution: +18
Attributes
Strength: 30
Dexterity: 16
Constitution: 29
Intelligence: 21
Wisdon: 22
Charisma: 30
Skills
insight: +14
perception: +22
persuasion: +18
Senses
truesight 120 ft.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Passive Perception: 32
Trait
Metallic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Immunities
Condition Immunities
charmed
frightened
poisoned
Immunities
Damage Immunities
fire
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm uses one of the following breath weapons:
Elemental Breath: The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a 25 Dexterity saving throw, taking 84 (13d12) fire damage on a failed save, or half as much damage on a successful one.
Sapping Breath: The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action
Change Shape
The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Brass Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Brass Dragon)
Actions/Abilities/Traits: D&D 5e (Young Brass Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +6
Wisdom: +3
Constitution: +5
Attributes
Strength: 19
Dexterity: 10
Constitution: 17
Intelligence: 12
Wisdon: 11
Charisma: 15
Skills
perception: +6
persuasion: +5
stealth: +3
Senses
blindsight 30 ft.
darkvision 120 ft.
Passive Perception: 16
Immunities
Damage Immunities
fire
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Fire Breath {@recharge 5}
dex 14, each creature in a 40-foot-long, 5-foot-wide Line [Area of Effect]|Line. 38 (11d6) Fire damage. Half damage.
Action
Breath Weapons {@recharge 5}
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 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath: The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a 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.
Action
Sleep Breath
con 14, each creature in a 30-foot Cone [Area of Effect]|Cone. The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. 2 The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d10 + 4) piercing damage.
Offense
Rend
Circumstance: Melee
7, reach 10 ft. (2d10 + 4) Slashing damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Languages
Common
Draconic
Environments
desert
Young brass dragons travel extensively, often spending a few years in a region before circling back to their lair. Some work closely with other metallic dragons, carrying information between allies.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Brass Dragon)
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Treasure: Treasure: 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep(40%), 1d6×10,000 gp (55%), 5d10×100 pp(25%), 1d100 gems(50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%)
Special
Spellcasting
If a brass dragon can cast spells, it gains spells as if it were a wizard of a level equal to one-half of its age category.
Special
Breath Weapon
Brass dragon breath is either a cone of sleep-inducing gas (70-ft×20-ft), or a cone of fear gas (40-ft×50-ft,×20-ft). Anyone within the cloud must save or fall deeply asleep or run in fear (duration of either effect is 10 minutes). Saves against a small dragon's breath are at a +2, but against a large dragon's breath are at a -2.
Defense
Special Defenses
Circumstance: Combat
See below
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/4d4
Offense
Special Attacks
Circumstance: Combat
See below
Environments
Frequency:
Uncommon
desert
Desert dragons that compete with blue dragons for territory, with a sometimes good but occasionally greedy nature
The blue dragons of the desert must contend with their deadly rivals, the brass dragons, who love the same arid caves. The brass dragons are not the vicious killers that the blue dragons are, although their good nature is sometimes overcome with doses of greed and self-interest.
Brass dragons sometimes (30%) are known to speak, only sometimes (30%) cast magic, but oftentimes will (50%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 1e (Adult Brass Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Adult Brass Dragon)
Aura: frightful presence (180 ft., DC 20)
Actions/Abilities/Traits: Pathfinder 1e (Adult Brass Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Brass Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Brass Dragon)
Aura: fire (10 ft., 1d6 fire), frightful presence (300 ft., DC 26)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Brass Dragon)
A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.
5e SRD
Desert dragons that compete with blue dragons for territory, with a sometimes good but occasionally greedy nature
The blue dragons of the desert must contend with their deadly rivals, the brass dragons, who love the same arid caves. The brass dragons are not the vicious killers that the blue dragons are, although their good nature is sometimes overcome with doses of greed and self-interest.
Brass dragons sometimes (30%) are known to speak, only sometimes (30%) cast magic, but oftentimes will (50%) be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
OSRIC