{"name":"Adult Brass Dragon","challenge_rating":"13","xp":"10000","types":"Dragon","pb":"+5","size":"Huge","sizer":"NONE","languages":"Common, Draconic","alignment":"Chaotic Good","description":"The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.\r\n[in]A brass dragon\u2019s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling\u2019s scales are a dull, mottled brown. As it ages, the dragon\u2019s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.[\/in]\r\n\r\n[b]Boldly Talkative[\/b]. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon\u2019s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon\u2019s thirst for small talk is slaked.\r\n[in]A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.[\/in]\r\n\r\n[b]Prized Treasures[\/b]. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.\r\n[in]Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon\u2019s hoard.[\/in]","suggested_environments":"Desert","armor_class":"18","hit_points":"172","strength":"23","dexterity":"10","constitution":"21","intelligence":"14","wisdom":"13","charisma":"17","base_movement_units":"","base_movement_in_ft":"40","fly_movement_in_ft":"80","burrow_movement_in_ft":"30","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"[tooltip:If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn\u2019t behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.]Blindsight[\/tooltip] 60ft., [tooltip:If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray.]Darkvision[\/tooltip] 120ft., Passive Perception 21","skills":"History +7, Perception +11, Persuasion +8, Stealth +5","saving_throws":"DEX +5, CON +10, WIS +6, CHA +8","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"Fire","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Legendary Resistance[\/b] (3\/Day). If the dragon fails a saving throw, it can choose to succeed instead.","actions":"[b]Multiattack[\/b]. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\r\n[br][br]\r\n[b]Bite[\/b]. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.\r\n\r\n[b]Claw[\/b]. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.\r\n\r\n[b]Tail[\/b]. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.\r\n\r\n[b]Frightful Presence[\/b]. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become [tooltip:While you have the Frightened condition, you experience the following effects: Ability Checks and Attacks Affected (You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.), Can\u2019t Approach (You can\u2019t willingly move closer to the source of fear.)]frightened[\/tooltip] 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.\r\n\r\n[b]Breath Weapons[\/b] (Recharge 5\u20136). The dragon uses one of the following breath weapons.\r\n\r\n[b]Fire Breath[\/b]. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.\r\n\r\n[b]Sleep Breath[\/b]. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall [tooltip:]While you have the Unconscious condition, you experience the following effects: Inert (You have the Incapacitated and Prone conditions, and you drop whatever you\u2019re holding. When this condition ends, you remain Prone.), Speed 0 (Your Speed is 0 and can\u2019t increase.), Attacks Affected (Attack rolls against you have Advantage.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Automatic Critical Hits (Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.), Unaware (You\u2019re unaware of your surroundings.)]unconscious[\/tooltip] for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","bonus_actions":"","reactions":"","legendary_actions":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.\r\n[br][br]\r\n[b]Detect[\/b]. The dragon makes a Wisdom (Perception) check.\r\n\r\n[b]Tail Attack[\/b]. The dragon makes a tail attack.\r\n\r\n[b]Wing Attack[\/b] (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked [tooltip:While you have the Prone condition, you experience the following effects: Restricted Movement (Your only movement options are to crawl or to spend an amount of movement equal to half your Speed rounded down to right yourself and thereby end the condition. If your Speed is 0, you can\u2019t right yourself), Attacks Affected (You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.)]prone[\/tooltip]. The dragon can then fly up to half its flying speed.","lair_description":"A brass dragon\u2019s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.\r\n\r\nAn example lair might have the following features:\r\n[ul]\r\n[li][b]Column Guardians[\/b]. Massive columns carved to resemble warriors watch over the main entrance to the canyons; the dragon has given them whimsical names and ascribed unique personalities to them.[\/li]\r\n[li][b]Grand Hall[\/b]. At the deepest part of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling\u2014wide enough for the dragon to climb up but not fly through. A much larger shaft above the rear chamber allows the dragon to fly directly in and out of the lair.[\/li]\r\n[li][b]Hoard Chamber[\/b]. The bulk of the dragon\u2019s hoard is stored in a partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out that way.) Eight heavy pillars surround a well in the floor and support the ceiling around the shaft.[\/li]\r\n[li][b]Unused Chamber[\/b]. A smaller chamber shown on the left side of the map is not currently used by the dragon, but it shows signs of having been recently used by visitors\u2014either creatures welcomed by the dragon or ones that escaped the dragon\u2019s notice.[\/li]\r\n[li][b]Wells[\/b]. Four wells\u2014three in the canyons leading to the main hall and one inside the hoard chamber\u2014provide fresh water for the dragon and any guests, and they also serve as a sort of alarm system. As described in the Monster Manual , whenever a creature with an Intelligence of 3 or higher comes within 30 feet of one of these wells, the dragon becomes aware of the creature\u2019s presence.[\/li]\r\n[\/ul]","lair_actions":"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:\r\n[ul]\r\n[li]A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet 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.[\/li]\r\n[li]A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution 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.[\/li]\r\n[\/ul]\r\n\r\nIn the example lair, the dragon might also have the following additional lair action:\r\n[ul]\r\n[li][b]Animate Statues[\/b]. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit.[\/li]\r\n[\/ul]","regional_effects":"The region containing a legendary brass dragon\u2019s lair is warped by the dragon\u2019s magic, which creates one or more of the following effects:\r\n[ul]\r\n[li]Tracks appear in the sand within 6 miles of the dragon\u2019s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.[\/li]\r\n[li]Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon\u2019s 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\u2019s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.[\/li]\r\n[li]Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon\u2019s lair, the dragon becomes aware of the creature\u2019s presence and location.[\/li]\r\n[\/ul]\r\nIf the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.","motivation":"","tactics":"","image_gallery_id":"6512056","source":"SRD (p.294)","tags":"","templateId":"2991","blockId":"1538137","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"31402","isShared":"on"}