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Pathfinder Second Edition

Compendium

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Young 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

Young Bronze Dragon

Creature 9

LGLargeAmphibious, Dragon, Water
  • Perception18; darkvision, scent (imprecise) 60 feet
  • LanguagesAquan, Common, Draconic, Dwarven, Elven, speak with animals
  • Skills acrobatics 16 arcana 20 athletics 18 diplomacy 18 intimidation 18 occultism 18 society 16 stealth 16
  • Str5Dex1Con3Int 3Wis3Cha3
  • AC 28 Fort19Ref17Will19 (+1 status to all saves vs. magic)
  • HP 170 Immunitieselectricity, paralyzed, sleep
  • Frightful Presence 90 feet, DC 26. 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.
  • Water Mastery For up to 30 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.
  • Speed30 feet, fly 120 feet, swim 40 feet
  • Melee jaws 21 (electricity, reach 10 feet) Damage2d8+11 piercing claw 21 (agile) Damage2d8+11 slashing tail 19 (reach 10 feet) Damage1d8+9 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 60-foot line that deals 6d12 (6d12) electricity damage (DC 28 basic Reflex save). • Repulsion Gas (abjuration, arcane, incapacitation, mental); The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 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 28; Constant (2nd) speak with animals
  • Optional Arcane Prepared Spells DC 28, attack +21; 4th dimension door, solid fog; 3rd dispel magic, mind reading, slow; 2nd comprehend language, mirror image, resist energy; 1st alarm, hydraulic push, true strike; Cantrips (4th) detect magic, light, message, read aura, shield