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Pathfinder Second Edition

Compendium

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Ancient Brass Dragon

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Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of Humanoid society—networks which the brass Dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.

These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don’t harm others. They are emotional creatures and tend to have short attention spans, sometimes Falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.

Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon’s prowess in battle is no laughing Matter. A brass Dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.

Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near Humanoid settlements.

Attributes

Ancient Brass Dragon

Creature 16

CGHugeUncommon, Dragon, Fire
  • Perception30; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
  • LanguagesAuran, Common, Draconic, Gnome, Halfling, Sphinx, Sylvan; speak with animals
  • Skills acrobatics 27 athletics 31 deception 27 diplomacy 29 society 28
  • Str7Dex5Con6Int 4Wis4Cha5
  • AC 39 Fort30Ref29Will30 (+1 status to all saves vs. magic)
  • HP 325 Immunitiesfire, paralyzed, sleep
  • Frightful Presence 90 feet, DC 35. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute. Critical Success: The creature is unaffected by the presence. Success: The creature is frightened 1. Failure: The creature is frightened 2. Critical Failure: The creature is frightened 4.
  • Wing Deflection TriggerThe dragon is targeted with an attack. Effect: The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.
  • Speed50 feet, burrow 40 feet, fly 150 feet
  • Melee jaws 32 (fire, magical, reach 15 feet) Damage3d10+15 piercing claw 32 (agile, magical, reach 10 feet) Damage3d10+15 slashing wing 30 (magical, reach 15 feet) Damage2d12+13 slashing
  • Breath Weapon The brass dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 (1d4) rounds. • Flame (arcane, evocation, fire) The dragon breathes fire in a 100-foot line that deals 16d6 (16d6) fire damage (DC 39 basic Reflex save). • Sleep Gas (arcane, enchantment, incapacitation, sleep); The dragon breathes an 80-foot cone of sleep gas. Each creature within the cone must succeed at a DC 39 Fortitude save or fall unconscious for 1d6 (1d6) rounds, or 1 minute on a critical failure.
  • Desert Wind (air, arcane, concentrate, evocation) Frequency: three times per day. Effect: The dragon calls upon the desert wind. This has the same effect as gust of wind (DC 37 Fortitude) but in a 60-foot cone. A creature that fails its save is also blinded until the end of its next turn (or for 1 minute on a critical failure).
  • Draconic Frenzy The dragon makes two claw Strikes and one jaws Strike in any order.
  • Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.
  • Arcane Innate Spells DC 37; Constant (2nd) speak with animals
  • Optional Arcane Prepared Spells DC 37, attack +32; 7th power word blind, project image, reverse gravity; 6th dominate, teleport, true seeing; 5th hallucination, mind probe, tongues; 4th confusion, dimensional anchor, dimension door; 3rd earthbind, locate, paralyze; 2nd humanoid form, mirror image, resist energy; 1st alarm, sleep, ventriloquism; Cantrips (7th) dancing lights, detect magic, mage hand, prestidigitation, read aura