BRASS DRAGON, YOUNG – 5e stats

Large dragon (metallic dragon), chaotic good

Armor Class 17 (Natural Armor)
Hit Points 110 (13d10+39)
Speed 40 ft., burrow 20 ft., fly 80 ft.

Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
19 (+4)10 (+0)17 (+3)12 (+1)11 (+0)15 (+2)

Saving Throws Dex +3, Con +6, Wis +3, Cha +5
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 (2,300 XP)

ACTIONS

  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Multiattack (suggested). The dragon makes four attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Kick (suggested)Melee Weapon Attack: +7 to hit, reach 10 ft., one target behind the dragon. Hit: 11 (2d6 + 4) slashing damage. The target must succeed on a DC 15 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 15 Constitution saving throw or fall prone.
  • Plummet (suggested)Melee Weapon Attack: +7 to hit, reach 5 ft., one or more targets on the ground. Hit: 15 (2d10 + 4) 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 (+3) 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 15 Constitution saving throw or be pinned under the dragon, taking 15 (2d10 + 4) 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 15 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 14 Dexterity saving throw or be grappled (escape DC 14) 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 11 (2d6 + 4) 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: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. In addition, the target must succeed on a DC 15 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: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.  In addition, the target must succeed on a DC 15 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 15 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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

Young brass dragons are the most gregarious of the true dragons, craving conversation and company. They have a warm, coppery color and a distinctive frill that runs along their spine and tail. Their eyes are bright and curious, and their mouths are often curled in a friendly smile. They are fascinated by other cultures and enjoy learning new languages, customs, and stories. They are also fond of riddles, jokes, and pranks, and will often test their new acquaintances with witty challenges. Young brass dragons are not very aggressive or territorial, preferring to avoid conflict and make friends instead. They are loyal and generous to those who earn their trust, but they can also be stubborn and opinionated, especially when it comes to matters of morality and justice.

COMBAT

Young brass dragons prefer to talk their way out of trouble rather than fight, but they will defend themselves and their allies if necessary. They are adept at using their natural abilities to escape or incapacitate their foes, such as burrowing underground, flying away, or using their breath weapons. They have two types of breath weapons: a line of fire that can scorch their enemies, and a cone of sleep gas that can put them to sleep. Young brass dragons are also skilled at using their charisma and persuasion to influence others, either by charming them, intimidating them, or deceiving them. They can also communicate telepathically with any creature within 60 feet that can understand a language.

HABITAT / SOCIETY

Young brass dragons typically live in warm, arid regions, such as deserts, savannas, or steppes. They favor locations that offer both solitude and access to civilization, such as caves near oases or trade routes. They often decorate their lairs with treasures and trinkets that they collect from their travels or receive as gifts from their friends. Young brass dragons are very social and seek out the company of other intelligent creatures, especially humanoids. They enjoy sharing stories, knowledge, and opinions with anyone who is willing to listen and converse. They are also curious and adventurous, and will often leave their lairs to explore new lands and cultures. Young brass dragons are usually solitary or live in small groups of siblings or friends, but they will occasionally join larger gatherings of brass dragons for festivals or ceremonies.

ECOLOGY

Young brass dragons are omnivorous, eating both plants and animals. They prefer spicy foods and exotic flavors, and will often trade for or steal delicacies from other cultures. They also enjoy drinking water, wine, or other beverages that quench their thirst in the dry climates they inhabit. Young brass dragons have a positive impact on their environment, as they help maintain the balance of nature and protect the weak from the strong. They often ally themselves with good-aligned creatures, such as druids, rangers, or nomads, who share their respect for life and freedom. They also oppose evil creatures, such as fiends, undead, or tyrants, who threaten to destroy or enslave others. Young brass dragons are valued by many as friends, allies, or sources of information, but they are also feared by some as meddlers, tricksters, or nuisances.