Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Action
Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath weapons.
Action
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
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 DC 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
Lightning Breath
The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Repulsion Breath
The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Action
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 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.
Special
Amphibious
The dragon can breathe air and water.
Special
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
unknown
unknown
Special (Ex)
Water Breathing
Special (Su)
Change Shape (Su)
Special (Su)
Repulsion Breath (Su)
Special (Su)
Wave Mastery (Su)

Actions/Abilities/Traits:
(Pathfinder 2e) (Adult Bronze Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Adult Bronze Dragon)
Ability
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) (Ancient Bronze Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Ancient Bronze Dragon)
Ability
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) (Young Bronze Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Young Bronze Dragon)
Ability
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
This sleek dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.
5e SRD