Kryx RPGThemesCreatures
Adult Bronze Dragon

Adult Bronze Dragon

Huge dragon
Challenge
15

STR
7
DEX
2
CON
6
INT
3
WIS
2
CHA
4

212
17d12+102
23
Soak
3
Fort
+11
Ref
+9
Will
+8
Defense note natural armor
Damage immunities lightning

Speed 8 m., fly 20 m., swim 8 m.
Skills Insight +7 (18), Perception +7 (18), Primal +7 (18), Stealth +7 (18)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Amphibious. The dragon can breathe air and water.

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

Maneuvers. The adult bronze dragon uses maneuvers (maneuver save DC 20). It has 21 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) 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, step of the wind, swipe (Claw only), trip (Tail only)

Spellcasting. The adult bronze dragon uses Primal (Cha) to cast spells (spell save DC 17, +9 to hit with spell attacks). It has 7 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 19th-level spellcaster): animal friendship, frighten, hydraulic push, lightning lure, shape water, thunderclap

1 mana: aquatic adaptation, arc lightning, command, create or purify water, fear, fog cloud, lightning bolt, liquid body, locate water, speak with animals, thunder step, thunderwave, warg, water jet, wrath of the storm

2 mana: chain lightning, control water, gaseous form, incite panic, lightning strike, purify, rolling thunder, shatter, storm bane, storm sphere, tidal wave, wall of water

3 mana: maelstrom

Actions (4)

Bite (1/turn). Melee Weapon Attack: +12 to hit, reach 2 m. Hit: 18 (2d10 + 7) piercing damage.

Claw (2/turn). Melee Weapon Attack: +12 to hit, reach 1 m. Hit: 14 (2d6 + 7) slashing damage.

Tail (1/turn). Melee Weapon Attack: +12 to hit, reach 3 m. Hit: 16 (2d8 + 7) 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 17 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.

Lightning Breath. The dragon exhales lightning in a 20-meter cone or line. Each creature in that area must make a DC 19 Reflex saving throw. On a failed save, a creature takes 77 (14d10) lightning damage and is staggered for 1 minute. On a successful save, a creature takes half as much damage and isn’t staggered. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Repulsion Breath. The dragon exhales repulsion energy in a 5-meter cone or line that is 1 meter wide. Each creature in that area must succeed on a DC 19 Reflex saving throw. On a failed save, the creature is pushed 10 meters away from the dragon.

Change Shape (1/turn). The dragon magically polymorphs into a humanoid or animal 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 personality, health, Health Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma, 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 Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The adult bronze 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 20 Reflex saving throw or take 14 (2d6 + 7) 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 bronze dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.

  • A thunderclap originates at a point the dragon can see within 20 meters of it. Each creature within a 5-meter radius centered on that point must make a DC 17 Fortitude saving throw or take 5 (1d10) concussion damage and be deafened until the end of its next turn.

Regional Effects

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

  • Once per day, the dragon can alter the weather in a 10-kilometer radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.

  • Underwater plants within 10 kilometers of the dragon’s lair take on dazzlingly brilliant hues.

  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

Coastalmm

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 use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

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.