Kryx RPGThemesCreatures
Adult Brass Dragon

Adult Brass Dragon

Huge dragon
Challenge
13

STR
6
DEX
2
CON
5
INT
2
WIS
1
CHA
3

172
15d12+75
23
Soak
3
Fort
+10
Ref
+9
Will
+7
Defense note natural armor
Damage immunities fire
Condition immunities burning

Speed 8 m., burrow 8 m., fly 20 m.
Skills Insight +1 (12), Lore (civilization) +5 (16), Perception +6 (17), Persuasion +8 (19), Primal +6 (17), Stealth +7 (18)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The adult brass dragon uses maneuvers (maneuver save DC 19). It has 18 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, fearsome beast, fountain of blood, knockback (Claw or Tail only), spring attack, swipe (Claw only), trip (Tail only)

Spellcasting. The adult brass dragon uses Primal (Cha) to cast spells (spell save DC 16, +8 to hit with spell attacks). It has 6 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 16th-level spellcaster): cauterize wound, frighten, lullaby, mold sand, produce flame

1 mana: burning hands, command, fear, fiery rebuke, immolation, locate water, sand cloud, sandblast, scorching bolts, sleep, slipsand

2 mana: catnap, fireball, flame bane, flaying wind, heat metal, incendiary cloud, incite panic, move earth, pillars of sand, sandstorm, wall of sand

Actions (4)

Bite (1/turn). Melee Weapon Attack: +11 to hit, reach 2 m. Hit: 17 (2d10 + 6) piercing damage.

Claw (2/turn). Melee Weapon Attack: +11 to hit, reach 1 m. Hit: 13 (2d6 + 6) slashing damage.

Tail (1/turn). Melee Weapon Attack: +11 to hit, reach 3 m. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a DC 16 Will 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.

Breath Weapons (Costs 2 actions; Recharge 5–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 20-meter cone or line. Each creature in that area must make a DC 18 Reflex saving throw. On a failed save, a creature takes 88 (25d6) fire damage and is burning 4. On a successful save, a creature takes half as much damage and isn’t burning.

Sleep Breath. The dragon exhales sleep gas in a 10-meter cone or line. Each creature in that area must succeed on a DC 18 Fortitude 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 (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The adult brass dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 2 meters of the dragon must succeed on a DC 19 Reflex saving throw or take 13 (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 adult brass dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • A strong wind blows around the dragon. Each creature within 10 meters of the dragon must succeed on a DC 16 Reflex saving throw or be pushed 3 meters away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.

  • A cloud of sand swirls about in a 5-meter radius sphere centered on a point the dragon can see within 20 meters of it. The cloud spreads around corners. Each creature in it must succeed on a DC 16 Fortitude 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.

Regional Effects

The region containing the adult brass dragon's lair is warped by the adult brass dragon’s magic, which creates one or more of the following effects:

  • Tracks appear in the sand within 10 kilometers of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.

  • Images of Large or smaller creatures haunt the desert sands within 2 kilometers 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 it’s an illusion with a successful DC 16 Perception check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.

  • Whenever a creature with an Intelligence of −4 or higher comes within 5 meters of a water source within 2 kilometers of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

Desertmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.