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Habitat: Desert; Treasure: Arcana

Young brass dragons travel extensively, often spending a few years in a region before circling back to their lair. Some work closely with other metallic dragons, carrying information between allies.


Brass Dragons

Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they’ve learned, and collect news. Though good natured, brass dragons don’t shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.

Brass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others’ stories.

Brass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend’s hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon’s hoard.


Brass Dragon Lairs

Brass dragons usually dwell in secret caves and canyons near well-traveled routes.

The area containing an adult or ancient brass dragon’s lair is altered by its presence, creating the following effects:

Mirages. While in its lair, the dragon can cast Major Image, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell’s range is 1 mile, and the dragon doesn’t need to see the spot where the illusion appears.

Refreshing Water. Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains 2d4 Temporary Hit Points, and the dragon is immediately aware of the creature’s presence.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.


Young Brass Dragon

Large Dragon (Metallic), Chaotic Good
  • Armor Class 17
  • Hit Points 110 (13d10 + 39)
  • Speed 40 ft., Burrow 20 ft., Fly 80 ft.
  • Initiative +3 (13)
STR
19 (4)
DEX
10 (0)
CON
17 (3)
INT
12 (1)
WIS
11 (0)
CHA
15 (2)
  • Saving Throws Str +4, Dex +3, Con +3, Int +1, Wis +3, Cha +2
  • Skills Perception +6, Persuasion +5, Stealth +3
  • Damage Immunities Fire
  • Senses Blindsight 30 ft., Darkvision 120 ft, passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (2300 XP)
  • Habitat Desert
  • Treasure Arcana

Actions


  • Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.
  • Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) Slashing damage.
  • Fire Breath (Recharge 5–6). *Dexterity Saving Throw:* DC 14, each creature in a 40-foot-long, 5-foot-wide Line. *Failure:* 38 (or [[11d6]] (11d6)) Fire damage. *Success:* Half damage.
  • Sleep Breath. *Constitution Saving Throw:* DC 14, each creature in a 30-foot Cone. *Failure:* The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. *Second Failure:* The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
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