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Laylyn
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https://roll20.net/compendium/dnd5e/Ancient%20White%20Dragon?fromList=Ancient%20White%20Dragon&Name=&Speed=#content

Ancient White Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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.

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

 
Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
 
Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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 16 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.

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail 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.

Attributes

Ancient White Dragon

Gargantuandragon, chaotic evil
 
  • Armor Class20 (Natural Armor)
  • Hit Points333 (18d20+144)
  • Speed40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
 
STR

26 (+8)
DEX

10 (+0)
CON

26 (+8)
INT

10 (+0)
WIS

13 (+1)
CHA

14 (+2)
 
  • Saving ThrowsDex +6, Con +14, Wis +7, Cha +8
  • SkillsPerception +13, Stealth +6
  • Damage ImmunitiesCold
  • SensesBlindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
  • LanguagesCommon, Draconic
  • Challenge20 (25,000 XP)
 
  • Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
  • 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.
  • Bite.Melee Weapon Attack:+14 to hit, reach 15 ft., one target.Hit:(2d10 + 8) piercing damage plus (2d8)cold damage.
  • Claw.Melee Weapon Attack:+14 to hit, reach 10 ft., one target.Hit:(2d6 + 8) slashing damage.
  • Tail.Melee Weapon Attack:+14 to hit, reach 20 ft., one target.Hit:(2d8 + 8) bludgeoning damage.
  • 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 16 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.
  • Cold Breath (Recharge 5-6).The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
 

Legendary Actions


Ancient White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient White Dragon regains spent legendary actions at the start of their turn.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail 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.
 
 

 

 


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Laylyn
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https://forgottenrealms.fandom.com/wiki/Metallic_dragon

Metallic dragon

Metallic dragons were a type of dragon distinguished typically by the color and composition of their scales, that was like that of various metals, hence the name. They were generally good, altruistic, and righteous creatures. Despite their relatively benign nature, metallic dragons were also aggressive when threatened or challenged.[3] They usually worshiped Bahamut, whom they regarded as their king.[2][4]

It was believed by scholars from Candlekeep that all species of metallic dragons evolved from the proto-dragon species of the ferrodraco genus.[5]

Although there were many metallic dragon species, the following are the ones known by sages of Faerûn:

Gold dragons
Gold dragons were the most powerful and majestic of the classic metallic dragons. They are wise, lawful good foes of evil and injustice. Gold dragons were very knowledgeable and reclusive. They preferred stone lairs and had a cone of fire as a breath weapon.[6]
Silver dragons
Silver dragons were regal, lawful good creatures who often took a humanoid form and lived among humans and elves. Their breath weapon was a cone of freezing cold, and they normally laired in mountains. They were very smart and preferred not to fight unless necessary.[7][8]
Bronze dragons
Bronze dragons were inquisitive dragons with a fierce appearance and a fascination for warfare. They would often seek to fight evil, and would join good-aligned armies in a humanoid form. They were lawful good, lived in coastal areas, and had an electrical breath weapon.[9]
Copper dragons
Copper dragons were born pranksters, jokesters, and riddlers. They were chaotic good and lived in rocky mountains. Copper dragons had an acid breath weapon but preferred to avoid combat altogether, instead taunting and teasing foes until they left.[10]
Brass dragons
Brass dragons were extremely talkative and loved the intense heat of deserts. They often engaged foes and friends alike in hours of long-winded conversation. They avoided combat if possible, but would use their breath weapon, a cone of sleeping gas, to subdue foes if threatened. They were the weakest of the classic metallic dragons, but still chaotic good.[3]

 

 


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Laylyn
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https://forgottenrealms.fandom.com/wiki/Brass_dragon

Brass dragon

Brass dragons were a race of metallic dragon.[6][5][4][1]

Physically, the brass dragon was highly distinctive. From below, its outstretched wings formed a triangular shape, as they were attached to its body all the way to the tip of its tail. The wings were longest at the shoulder, and tapered gently as they reached the tail. Their scales seemed to radiate heat and light. As their name implied, brass dragons tended to have brass-colored scales. Their scales were a dull brown at a young age, becoming more glossy and brass-like in appearance as they aged. The shape of the head was quite unusual, as it included a large, curved plate that extended from the dragon's eyes and cheeks on either side and curved upwards into two points. They had two sharp horns on the chin, which became steadily pointier as the dragon aged. They smelled like metal.[7]

Personality

Considered to be the most gregarious of the true dragons, brass dragons famously, or infamously, loved to talk and would engage friends and foes alike in hours of long-winded conversation. Although many experts thought that brass dragons were the humblest true dragons, their loquacity was in fact a manifestation of draconic hubris, though brass dragons would count humility as one of their great virtues. Brass dragons could not stand to let any intelligent being to miss the benefit of their company and their great conservation because they thought themselves so great at it.[7][8]

Combat

Brass dragons very rarely engaged in combat, preferring to talk rather than fight. If they considered a creature threatening, they would subdue it with their sleeping gas. In the face of true danger, a younger brass dragon would have most likely flown away and hidden in the sand. It would have fought and used its fire breath only as an absolute last resort. Older brass dragons preferred to avoid combat but would fight if they had the tactical advantage[8]

Breath weapon

Brass dragons had two separate breath weapons. The first was a narrow line of fire, and the second was a cone of sleep gas.[6]

Ecology

Brass dragons hunted their prey while flying, mainly consuming antelopemountain goats and sheep. Only evil brass dragons hunted intelligent creatures. Brass dragons have evolved for living in the desert and therefore can go long periods without water.[9]

Brass dragon eggs were incubated in a nest of open flames. Incubation took approximately 480 days.[10]

History

A stuffed young brass dragon was kept in the Obstacle Course level of Undermountain.[11]

Society

Lairs

Brass dragons were native to arid regions; they shared many similar habitats with blue dragons, which often led to conflict. The brass dragon preferred to dig its lair inside a desert peak or spire. They also preferred to have the bulk of their lairs face eastwards, so that the rising sun would warm the lair for the bulk of the day. A brass dragon's lair was well-constructed and quite extensive, with many twisting corridors and dead ends to confuse and discourage hostile intruders.[7]

Notable Brass Dragons

  • Argevar, a lonely inhabitant of the vast desert of Mithardir, the third layer of Arborea who disguised himself as a human to ambush travelers and add their possessions to his hoard of mostly worthless items.[12]
  • Ileuthra

 

 

AJ Pickett's

Dungeons and Dragons: Brass Dragon


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Laylyn
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https://roll20.net/compendium/dnd5e/Brass%20Dragon%20Wyrmling?fromList=Brass%20Dragon%20Wyrmling&Name=&Speed=#content

 

Brass Dragon Wyrmling

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Actions

BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Attributes

Brass Dragon Wyrmling
Medium dragon, chaotic good
 
  • Armor Class 16 (Natural Armor)
  • Hit Points 16 (3d8+3)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
 
STR

15 (+2)

 

DEX

10 (+0)

 

CON

13 (+1)

 

INT

10 (+0)

 

WIS

11 (+0)

 

CHA

13 (+1)
 
  • Saving Throws Dex +2, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +2
  • Damage Immunities Fire
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
  • Languages Draconic
  • Challenge 1 (200 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

 

 


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Laylyn
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https://roll20.net/compendium/dnd5e/Young%20Brass%20Dragon?fromList=Young%20Brass%20Dragon&Name=&Speed=#content

Young Brass Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Actions

Multiattack: The dragon makes three attacks: one with its bite and two with its claws.

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.

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.

Attributes

Young Brass Dragon
Large dragon, chaotic good
 
  • Armor Class 17 (Natural Armor)
  • Hit Points 110 (13d10+39)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
 
STR

19 (+4)

 

DEX

10 (+0)

 

CON

17 (+3)

 

INT

12 (+1)

 

WIS

11 (+0)

 

CHA

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.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • 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.
 
 
 

 

 

 


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Laylyn
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https://roll20.net/compendium/dnd5e/Adult%20Brass%20Dragon?fromList=Adult%20Brass%20Dragon&Name=&Speed=#content

Adult Brass Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

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 16 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 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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.

Legendary Actions

The dragon can take 3 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail attack.

Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Attributes

Adult Brass Dragon
Huge dragon, chaotic good
 
  • Armor Class 18 (Natural Armor)
  • Hit Points 172 (15d12+75)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
 
STR

23 (+6)
DEX

10 (+0)
CON

21 (+5)
INT

14 (+2)
WIS

13 (+1)
CHA

17 (+3)
 
  • Saving Throws Dex +5, Con +10, Wis +6, Cha +8
  • Skills History +7, Perception +11, Persuasion +8, Stealth +5
  • Damage Immunities Fire
  • SensesBlindsight 60 Ft., Darkvision 120 Ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 13 (10,000 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.
  • Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit:(2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit:(2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit:(2d8 + 6) bludgeoning damage.
  • 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 16 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 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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.

Legendary Actions


Adult Brass Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Brass Dragon regains spent legendary actions at the start of their turn.
  • Detect.  The dragon makes a Wisdom (Perception) check.
  • Tail Attack.  The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

 


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Laylyn
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https://roll20.net/compendium/dnd5e/Ancient%20Brass%20Dragon?fromList=Ancient%20Brass%20Dragon&Name=&Speed=#content

Ancient Brass Dragon

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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

Can take 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail 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.

Attributes

Ancient Brass Dragon

Gargantuan dragon, chaotic good
 
  • Armor Class 20 (Natural Armor)
  • Hit Points 297 (17d20+119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
 
STR

27 (+8)

 

DEX

10 (+0)

 

CON

25 (+7)

 

INT

16 (+3)

 

WIS

15 (+2)

 

CHA

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.
  • 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.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • 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


Ancient Brass Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Brass Dragon regains spent legendary actions at the start of their turn.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack. The dragon makes a tail 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.

 

 

 


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https://forgottenrealms.fandom.com/wiki/Bronze_dragon

Bronze dragon

Bronze dragons were a race of metallic dragons. Curious and inquisitive, they possessed a strong sense of justice and did not tolerate any form of cruelty.[7]

While most of its body was a reflective bronze color, the wings were often tipped with green. The dragon had four large horns on each side of their heads, three protruding from each cheek and one from the top of their head, pointing back towards the tail. A large frill ran down the upper part of its neck.[7]

Bronze dragons smelled like sea spray.[7]

A dragon egg could be identified as belonging to a bronze by the gold flecks seen when held in front of an intense white light, though it shared this trait with copper dragons—the former had fewer, bigger spots, while the latter had many tiny spots.[8]

Abilities

These dragons possessed the ability to alter their form, assuming the appearance of any type of animal or humanoid creature they choose. As such, many could have encountered a bronze dragon without ever being the wiser.[7]

Bronze dragons could speak with animalscreate food and watermake fogcontrol water and control weather, and detect thoughts.[4]

Breath Weapon

Bronze dragons had two separate breath weapons. The first was a line of electricity similar to a lightning bolt, and the second was either a cone of gas that affected the minds of creatures caught in it, causing them to flee for a short time,[9] or a cone of repulsion energy which physically pushed enemies away.[1]

Society

They truly enjoyed observing and interacting with smaller creatures, most especially humans. They often went out of their way to help them, such as rescuing humans from a shipwreck or a dangerous foe. In many of these instances, the bronze dragon would transform itself into a human, so that those who it helped never knew who really did the rescuing.[7]

They always sought justice as best they could, and could not abide to see any creature being treated with cruelty of any sort.[7]

They were probably the most social species of dragon, and often swam and played together in groups.[7]

Lair

Bronze dragons were often found along the coastal regions of the world. They liked to dwell along the sea, to make use of their aquatic abilities. Given its exceptional abilities as a swimmer, the entrance to a bronze dragon's lair was quite naturally underwater. The bulk of the lair was above water level.[7]

Diet

Bronze dragons, as with some other dragon breeds, were unable to chew their food. Hence, to aid digestion, they swallowed small stones, pieces of metal, and even coins, which went into a small second stomach like a bird's gizzard. These stomach stones ground down their food and were eventually expelled in waste.[10]

Parenting and development

Bronze dragons mated for life, and took their duties as parents with the utmost seriousness.[7]

A newly-hatched bronze wyrmling appeared yellow with a tinge of green, and the scales gradually shifted to bronze as it matured.[7]

Notable Bronze Dragons

 

 

AJ Pickett's

Dungeons and Dragons Lore: Bronze Dragon

 


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https://roll20.net/compendium/dnd5e/Bronze%20Dragon%20Wyrmling?fromList=Bronze%20Dragon%20Wyrmling&Name=&Speed=#content

Bronze Dragon Wyrmling

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

Actions

BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Attributes

Bronze Dragon Wyrmling
Medium dragon, lawful good
 
  • Armor Class 17 (Natural Armor)
  • Hit Points 32 (5d8+10)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
 
STR

17 (+3)
DEX

10 (+0)
CON

15 (+2)
INT

12 (+1)
WIS

11 (+0)
CHA

15 (+2)
 
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities Lightning
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)
 
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack:+5 to hit, reach 5 ft., one target. Hit:(1d10 + 3) piercing damage.
  • Breath Weapons (Recharge 5-6).The dragon uses one of the following breath weapons.
    Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

 

 


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