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Pathfinder Second Edition

Compendium

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Ancient Bronze Dragon

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Bronze dragons are among the most Common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from Destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their Protection and guard it against any Attack or unwelcome intrusion.

Bronze dragons’ mastery over water and affinity for Electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon’s enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath.

Bronze dragons lair along shorelines, often in partially submerged sea caves. While all dragons keep hoards of treasure, the hoard of a bronze Dragon more resembles a vast library—with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.

Attributes

Ancient Bronze Dragon

Creature 18

LGGargantuanUncommon, Amphibious, Dragon, Water
  • Perception32; darkvision, scent (imprecise) 100 feet
  • LanguagesAquan, Common, Draconic, Dwarven, Elven, Gnomish; speak with animals
  • Skills acrobatics 28 arcana 35 athletics 34 diplomacy 32 intimidation 32 occultism 33 society 33 stealth 28
  • Str8Dex4Con6Int 7Wis6Cha6
  • AC 43 Fort32Ref30Will34 (+1 status to all saves vs. magic)
  • HP 360 Immunitieselectricity, paralyzed, sleep
  • Electricity Aura 15 feet, 2d12 electricity damage. The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies within the aura. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Frightful Presence 90 feet, DC 38. 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.
  • Vortex 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don’t have the water trait.
  • Water Mastery For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.
  • Attack of Opportunity TriggerA creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Jaws only. Effect: The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
  • Vortex Pull TriggerA creature in the dragon’s vortex uses a Swim action. Effect: The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check to Swim. If the creature fails, it’s pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn’t have a Swim speed).
  • Speed60 feet, fly 200 feet, swim 60 feet
  • Melee jaws 35 (electricity, magical, reach 20 feet) Damage3d12+16 piercing claw 35 (agile, magical, reach 15 feet) Damage3d10+16 slashing tail 33 (magical, reach 20 feet) Damage2d10+14 bludgeoning
  • Breath Weapon The bronze dragon breathes in one of two ways. The dragon can’t use Breath Weapon again for 1d4 (1d4) rounds. • Lightning (arcane, electricity, evocation); The dragon breathes lightning in a 100-foot line that deals 12d12 (12d12) electricity damage (DC 40 basic Reflex save). • Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will save or become fleeing from the dragon for 1 round (or 2 rounds on a critical failure).
  • Draconic Frenzy The dragon makes two claw Strikes and one tail Strike in any order.
  • Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
  • Arcane Innate Spells DC 40; 5th control water (at will); 2nd obscuring mist (at will); Constant (2nd) speak with animals
  • Optional Arcane Prepared Spells DC 40, attack +35; 8th disappearance, mind blank, polar ray; 7th prismatic spray, spell turning, suggestion; 6th mislead, teleport, true seeing; 5th control water, illusory scene, tongues; 4th dimension door, solid fog, suggestion; 3rd dispel magic, mind reading, slow; 2nd comprehend language, mirror image, resist energy; 1st alarm, hydraulic push, true strike; Cantrips (8th) detect magic, light, message, read aura, shield