BRASS DRAGON, ANCIENT – 5e stats

Gargantuan dragon (metallic dragon), chaotic good

Armor Class 20 (Natural Armor)
Hit Points 297 (17d20+119)
Speed 40 ft., burrow 40 ft., fly 80 ft.

Proficiency Bonus +6
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
27 (+8)10 (+0)25 (+7)16 (+3)15 (+2)19 (+4)

Saving Throws Dex +6, Con +13, Wis +8, Cha +10
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages common, draconic
Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Multiattack (suggested). The dragon can use its Frightful Presence. It then makes four attacks.
  • Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Kick (suggested)Melee Weapon Attack: +14 to hit, reach 15 ft., one target behind the dragon. Hit: 15 (2d6 + 8) slashing damage. The target must succeed on a DC 22 Dexterity saving throw or be kicked back 20 feet. If the target is kicked back, it must succeed on a DC 22 Constitution saving throw or fall prone.
  • Plummet (suggested)Melee Weapon Attack: +14 to hit, reach 5 ft., one or more targets on the ground. Hit: 19 (2d10 + 8) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+6) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 21 Constitution saving throw or be pinned under the dragon, taking 19 (2d10 + 8) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 21 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
  • Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 22 Dexterity saving throw or be grappled (escape DC 22) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 15 (2d6 + 8) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.  In addition, the target must succeed on a DC 22 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
  • Wing Buffet (suggested)Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.  In addition, the target must succeed on a DC 22 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 22 Strength saving throw or be pushed 20 feet away from the dragon due to the gust of wind produced by the wing buffet.
  • Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened 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.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
    Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

LEGENDARY ACTIONS

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes an additional attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Ancient brass dragons are gargantuan metallic dragons with a chaotic good alignment. They have a distinctive triangular shape, with their wings attached to their body all the way to the tip of their tail. Their scales are dull brown in color, but they shine with a golden hue when exposed to sunlight. Their eyes are turquoise and their horns are swept back from their head. They have a long, flexible neck that allows them to twist and turn in any direction. They have a pair of large frills that extend from their jawline to their ears, giving them a regal appearance.

Ancient brass dragons are very talkative and friendly, often seeking out other creatures for conversation and company. They love to share stories, jokes, riddles, and gossip, and they are always eager to learn new things. They are also very curious and adventurous, exploring new lands and cultures with enthusiasm. They have a strong sense of justice and morality, and they will not hesitate to defend the weak and oppressed from evil forces. They are loyal allies and generous benefactors, but they can also be mischievous pranksters and cunning tricksters.

COMBAT

Ancient brass dragons prefer to avoid combat if possible, using their charm and wit to defuse tense situations or persuade their enemies to change their ways. However, if they are forced to fight, they are formidable opponents who can use their size, strength, and speed to their advantage. They also have two powerful breath weapons: a line of fire that can incinerate anything in its path, and a cone of sleep gas that can knock out any creature that fails to resist its effects. Ancient brass dragons can also change their shape into any humanoid or beast that has a challenge rating no higher than their own, allowing them to blend in with different environments or surprise their foes.

Ancient brass dragons are immune to fire damage and have high resistance to physical attacks. They have keen senses that allow them to see in the dark and detect hidden creatures. They also have legendary resistance that enables them to overcome any adverse effects that would otherwise hinder them. Additionally, they can use their legendary actions to make extra attacks with their bite, claw, or tail, or to detect nearby enemies with their perception.

HABITAT / SOCIETY

Ancient brass dragons typically live in warm and arid regions, such as deserts, canyons, or plateaus. They favor lairs that have access to sunlight, such as ruins, caves, or tunnels with ceiling holes. They often decorate their lairs with treasures and trinkets that they have collected from their travels or received as gifts from their friends. They also like to keep books, scrolls, maps, and other sources of knowledge that they can study and share with others.

Ancient brass dragons are very sociable and enjoy the company of other creatures, especially those who can match their intellect and humor. They often form friendships with humanoids, beasts, or other dragons who share their interests and values. They are especially fond of bards, sages, storytellers, and travelers who can entertain them with tales and songs. They are also attracted to those who show courage, kindness, honesty, and creativity. Ancient brass dragons are loyal and protective of their friends, often bestowing them with gifts or favors. However, they also expect respect and gratitude from them, and they can be easily offended or hurt by betrayal or ingratitude.

Ancient brass dragons are usually solitary or mated pairs, but they sometimes form clans or alliances with other brass dragons or metallic dragons who share their goals or ideals. They often cooperate with each other to fight against evil forces or promote peace and harmony among different races and cultures. They also like to participate in festivals, celebrations, competitions, or games that involve skill, wit, or creativity.

ECOLOGY

Ancient brass dragons are omnivorous creatures who can eat almost anything that is edible. However, they prefer meat over plants, especially antelope, mountain goats, sheep, or other herbivores that live in their habitats. They hunt their prey while flying high above the ground, using their fire breath to scorch them or their sleep breath to incapacitate them. They also enjoy fruits, nuts, spices, honey, wine, and other delicacies that they can find or trade for.

Ancient brass dragons play an important role in the ecology of their habitats by regulating the population of their prey species and preventing overgrazing or starvation. They also help maintain the balance of nature by protecting the environment from destruction or pollution caused by evil creatures or forces. They often aid other creatures who live in harmony with nature by providing them with food, water, shelter, or guidance.

Ancient brass dragons have a long lifespan that can span centuries or even millennia. They reach maturity at around 100 years old and can mate at any time after that. They usually mate for life with another brass dragon who shares their personality and preferences. They lay one or two eggs every few decades and guard them carefully until they hatch. They are very attentive and affectionate parents who teach their young everything they know and encourage them to explore the world and find their own path. They also introduce them to their friends and allies and help them form their own bonds and relationships.