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:
± 90'
Climb/Arboreal:
Flight:
± 240' (AA:II)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Bronze Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Bronze Dragon)
Attributes
Strength: 25
Dexterity: 10
Constitution: 23
Intelligence: 16
Wisdon: 15
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +11
Wisdom: +7
Constitution: +9
Skills
insight: +7
perception: +12
stealth: +5
Offense
Bite
Circumstance: Melee
12 to hit, reach 10 ft., one target. (2d10 + 7) piercing damage.
Offense
Rend
Circumstance: Melee
12, reach 10 ft. (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
Offense
Claw
Circumstance: Melee
12 to hit, reach 5 ft., one target. (2d6 + 7) slashing damage.
Offense
Tail
Circumstance: Melee
12 to hit, reach 15 ft., one target. (2d8 + 7) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Lightning Breath {@recharge 5}
dex 19, each creature in a 90-foot-long, 5-foot-wide Line [Area of Effect]|Line. 55 (10d10) Lightning damage. Half damage.
Action
Repulsion Breath
str 19, each creature in a 30-foot Cone [Area of Effect]|Cone. The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
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 17 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.
Lightning Breath: The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
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.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Guiding Light
The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
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
Thunderclap
con 17, each creature in a 20-foot-radius Sphere [Area of Effect]|Sphere centered on a point the dragon can see within 90 feet. 10 (3d6) Thunder damage, and the target has the Deafened condition until the end 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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 17, 10 to hit with spell attacks):
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)
Speak with Animals
Thaumaturgy
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 17, 10 to hit with spell attacks):
Detect Thoughts
Water Breathing
Trait
Amphibious
The dragon can breathe air and water.
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.
Trait
Passive Perception
22
Immunities
Damage Immunities
lightning
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
coastal
Adult bronze dragons often dwell near places they defend or where they help others work toward goals. They might become patrons of whole cities, advising leaders and helping generations flourish.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Bronze Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Bronze Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Bronze Dragon)
Attributes
Strength: 29
Dexterity: 10
Constitution: 27
Intelligence: 18
Wisdon: 17
Charisma: 21
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +15
Wisdom: +10
Constitution: +12
Skills
insight: +10
perception: +17
stealth: +7
Offense
Bite
Circumstance: Melee
16 to hit, reach 15 ft., one target. (2d10 + 9) piercing damage.
Offense
Rend
Circumstance: Melee
16, reach 15 ft. (2d8 + 9) Slashing damage plus 9 (2d8) Lightning damage.
Offense
Claw
Circumstance: Melee
16 to hit, reach 10 ft., one target. (2d6 + 9) slashing damage.
Offense
Tail
Circumstance: Melee
16 to hit, reach 20 ft., one target. (2d8 + 9) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Lightning Breath {@recharge 5}
dex 23, each creature in a 120-foot-long, 10-foot-wide Line [Area of Effect]|Line. 82 (15d10) Lightning damage. Half damage.
Action
Repulsion Breath
str 23, each creature in a 30-foot Cone [Area of Effect]|Cone. The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
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 20 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.
Lightning Breath: The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
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.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Guiding Light
The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
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
Thunderclap
con 22, each creature in a 20-foot-radius Sphere [Area of Effect]|Sphere centered on a point the dragon can see within 120 feet. 13 (3d8) Thunder damage, and the target has the Deafened condition until the end 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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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 22, 14 to hit with spell attacks):
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)
Speak with Animals
Thaumaturgy
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 22, 14 to hit with spell attacks):
Detect Thoughts
Control Water
Scrying
Water Breathing
Trait
Amphibious
The dragon can breathe air and water.
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.
Trait
Passive Perception
27
Immunities
Damage Immunities
lightning
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
coastal
Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek solutions to planes-spanning calamities or multiversal perils and oppose the evil of mighty chromatic dragons.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Bronze Dragon)
Actions/Abilities/Traits: D&D 5e (Bronze Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Bronze Dragon Wyrmling)
Attributes
Strength: 17
Dexterity: 10
Constitution: 15
Intelligence: 12
Wisdon: 11
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +4
Wisdom: +2
Constitution: +4
Skills
perception: +4
stealth: +2
Offense
Bite
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d10 + 3) piercing damage.
Offense
Rend
Circumstance: Melee
5, reach 5 ft. (1d10 + 3) Slashing damage.
Action
Multiattack
The dragon makes two Rend attacks.
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Lightning Breath: The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Action
Lightning Breath {@recharge 5}
dex 12, each creature in a 40-foot-long, 5-foot-wide Line [Area of Effect]|Line. 16 (3d10) Lightning damage. Half damage.
Action
Repulsion Breath
str 12, each creature in a 30-foot Cone [Area of Effect]|Cone. The target is pushed up to 30 feet straight away from the dragon and has the Prone condition.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
14
Immunities
Damage Immunities
lightning
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
Environments
coastal
Bronze dragon wyrmlings believe they can solve any problems, and they seek to prove it. They often fixate on local challenges, such as drought or rampant banditry. While their zeal can be charming, these wyrmlings can get in over their heads and might then need help correcting mistakes.
5e Tools
Actions/Abilities/Traits: D&D 5e (Bronze Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Bronze Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Bronze Greatwyrm)
Attributes
Strength: 30
Dexterity: 16
Constitution: 29
Intelligence: 21
Wisdon: 22
Charisma: 30
Saving Throws
Saving Throw Bonuses
Dexterity: +11
Consitution: +17
Intelligence: +13
Wisdom: +14
Constitution: +18
Skills
insight: +14
perception: +22
persuasion: +18
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.
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) lightning 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.
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.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
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.
Trait
Passive Perception
32
Immunities
Damage Immunities
lightning
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Bronze Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Bronze Dragon)
Actions/Abilities/Traits: D&D 5e (Young Bronze Dragon)
Attributes
Strength: 21
Dexterity: 10
Constitution: 19
Intelligence: 14
Wisdon: 13
Charisma: 17
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +7
Wisdom: +4
Constitution: +6
Skills
insight: +4
perception: +7
stealth: +3
Offense
Bite
Circumstance: Melee
8 to hit, reach 10 ft., one target. (2d10 + 5) piercing damage.
Offense
Rend
Circumstance: Melee
8, reach 10 ft. (2d10 + 5) Slashing damage.
Offense
Claw
Circumstance: Melee
8 to hit, reach 5 ft., one target. (2d6 + 5) slashing damage.
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Lightning Breath {@recharge 5}
dex 15, each creature in a 60-foot-long, 5-foot-wide Line [Area of Effect]|Line. 49 (9d10) Lightning damage. Half damage.
Action
Breath Weapons {@recharge 5}
The dragon uses one of the following breath weapons.
Lightning Breath: The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Action
Repulsion Breath
str 15, each creature in a 30-foot Cone [Area of Effect]|Cone. The target is pushed up to 40 feet straight away from the dragon and has the Prone condition.
Trait
Amphibious
The dragon can breathe air and water.
Trait
Passive Perception
17
Immunities
Damage Immunities
lightning
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
coastal
Many young bronze dragons become experts in a type of problem, like driving off pirates or protecting communities from storms. Young bronze dragons collect friends with varied expertise, cultivating a community of experts they can rely on.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Bronze Dragon)
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
aquatic
Offense
3 Attacks
Circumstance: Combat
1d6/1d6/4d6
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
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%), 2d4 potions (40%), 1d4 scrolls (50%)
Special
Breath Weapon
Bronze dragon breath is a bolt of lightning, 100-ft long and 5-ft wide. It does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount); or it may breathe a cloud of repulsion gas (20-ft×30-ft×30-ft) which requires all subjects to save vs dragon breath or be repulsed for 6 minutes. The dragon may use breath weapons up to three times per day.
Special
Shape-Changing
Bronze dragons often use shape-changing powers to watch, observe and help people.
Special
Speech
60% chance to speak.
Special
Magic
60% chance to cast magic. If a bronze dragon can cast spells, it gains spells as if it were a wizard of a level equal to its age category.
Special
Sleep
25% chance to 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.
Reclusive dragons that live in temperate climates and are interested in humanity
The reclusive bronze dragons live in caverns in temperate climates. They are interested in the ways of humanity and often use shape-changing powers to watch, observe and help people. They prefer to have their lairs in places isolated from prying eyes, however, and thus often place their entrances in lakes or ponds. They have found that their treasure hordes are tempting targets for evil or even neutral adventurers.
Bronze dragons often (60%) are known to speak, and (60%) cast magic, but sometimes will (25%) 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.
If a bronze dragon can cast spells, it gains spells as if it were a wizard of a level equal to its age category.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Adult Bronze Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Bronze Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 33; 2nd obscuring mist (at will); Constant (2nd) speak with animals
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 basic Reflex save).Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
Ability
Electricity Aura
(aura, electricity) 10 feet, 1d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 31
Ability
Water Mastery
(arcane, transmutation, water) For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
Offense
Melee
Circumstance: combat round (melee)
jaws +28 [+23/+18] (electricity, magical, reach 15 feet), Damage 2d12+15 piercing plus 1d12 electricity
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
electricity
paralyzed
sleep
Language
Aquan
Common
Draconic
Dwarven
Elven
Gnomish
speak with animals
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Adult Bronze Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Bronze Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Bronze Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 40; 5th control water (at will); 2nd obscuring mist (at will); Constant (2nd) speak with animals
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds.Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 basic Reflex save).Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
Ability
Electricity Aura
(aura, electricity) 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 38
Ability
Vortex
(aura, water); 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don't have the water trait.
Ability
Vortex Pull
Circumstance: Trigger: A creature in the dragon's vortex uses a Swim action.
The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed).
Ability
Water Mastery
For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
Offense
Melee
Circumstance: combat round (melee)
jaws +35 [+30/+25] (electricity, magical, reach 20 feet), Damage 3d12+16 piercing plus 2d12 electricity
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
electricity
paralyzed
sleep
Language
Aquan
Common
Draconic
Dwarven
Elven
Gnomish
speak with animals
Perception
darkvision
scent (imprecise) 100 feet
Actions/Abilities/Traits: Pathfinder 2e (Ancient Bronze Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Bronze Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Bronze Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 28; Constant (2nd) speak with animals
Ability
Attack of Opportunity
Jaws only.
Ability
Breath Weapon
The bronze dragon breathes in one of two ways. The dragon can't use Breath Weapon again for 1d4 rounds. Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 basic Reflex save).Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 26
Ability
Water Mastery
(arcane, transmutation, water) For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
Offense
Melee
Circumstance: combat round (melee)
jaws +21 [+16/+11] (electricity, reach 10 feet), Damage 2d8+11 piercing plus 1d12 electricity
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Water
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element. Planes with this trait are mostly liquid, perhaps with pockets of breathable air.
Immunity
electricity
paralyzed
sleep
Language
Aquan
Common
Draconic
Dwarven
Elven
speak with animals
Perception
darkvision
scent (imprecise) 60 feet
Actions/Abilities/Traits: Pathfinder 2e (Young Bronze Dragon)