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Brass Dragons

Brass Dragons

Brass Dragon Wyrmling

  • Size: Medium
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 15
  • Initiative: +2 (12)
  • HP: 22(4d8+4)
  • Speed: 30 ft, Burrow 15 ft ., Fly 60 ft .
ATTRVALMODSAVE
STR15+2+2
Dex10+0+2
Con13+1+1
INT10+0+0
Wis11+0+2
CHA13+1+1
  • Skills: Perception +4 , Stealth +2
  • Immunities: Fire
  • Senses: Blindsight 10 ft ., Darkvision 60 ft .; Passive Perception 14
  • Languages: Draconic
  • CR: 1 (XP 200; PB +2 )

Actions

Rend. Melee Attack Roll: +4 , reach 5 ft . Hit: 7 (1d10 +2 ) Slashing damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 20 -foot-long, 5 -foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.

Young Brass Dragon

  • Size: Large
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 17
  • Initiative: +3 (13)
  • HP: 110(13d10+39)
  • Speed: 40 ft. , Burrow 20 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR19+4+4
Dex10+0+3
Con17+3+3
INT12+1+1
Wis11+0+3
CHA15+2+2
  • Skills: Perception +6 , Stealth +3
  • Immunities: Fire
  • Senses: Blindsight 30 ft ., Darkvision 120 ft .; Passive Perception 16
  • Languages: Common, Draconic
  • CR: 6 (XP 2,300; PB +3 )

Actions

Multiattack. The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.

Rend. Melee Attack Roll: +7 , reach 10 ft . Hit: 15 (2d10 + 4) Slashing damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 14, each creature in a 40 -foot-long, 5 -foot-wide Line. Failure: 38 (11d6) Fire damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.

Adult Brass Dragon

  • Size: Huge
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 18
  • Initiative: +10(20)
  • HP: 172(15d12+75)
  • Speed: 40 ft, Burrow 30 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR23+6+6
Dex10+0+5
Con21+5+5
INT14+2+2
Wis13+1+6
CHA17+3+3
  • Skills: History +7 , Perception +11 , Persuasion +8 , Stealth +5
  • Immunities: Fire
  • Senses: Blindsight 60 ft ., Darkvision 120 ft .; Passive Perception 21
  • Languages: Common, Draconic
  • CR: 13 (XP 10,000, or 11,500 in lair; PB +5 )

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.

Rend. Melee Attack Roll: +11 , reach 10 ft . Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Fire damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in a 60 -foot-long, 5 -foot-wide Line. Failure: 45 (10d8) Fire damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control Weather

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Blazing Light. The dragon uses Spellcasting to cast Scorching Ray.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Scorching Sands. Dexterity Saving Throw: DC 16, one creature the dragon can see within 120 feet. Failure: 27 (6d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.

Ancient Brass Dragon

  • Size: Gargantuan
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 20
  • Initiative: +12 (22)
  • HP: 332 (19d20 + 133)
  • Speed: 40 ft, Burrow 40 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR27+8+8
Dex10+0+6
Con25+7+7
INT16+3+3
Wis15+2+8
CHA22+6+6
  • Skills: History +9 , Perception +14 , Persuasion +12 , Stealth +6
  • Immunities: Fire
  • Senses: Blindsight 60 ft ., Darkvision 120 ft .; Passive Perception 24
  • Languages: Common, Draconic
  • CR: 20 (XP 25,000, or 33,000 in lair; PB +6 )

Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).

Rend. Melee Attack Roll: +14 , reach 15 ft . Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 21, each creature in a 90 -foot-long, 5 -foot-wide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90 -foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):

At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Control Weather, Detect Thoughts

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Scorching Sands. Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target's Speed is halved until the end of its next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.

Lore & Background

Brass dragons are among the most talkative and social of all metallic dragons, known for their love of conversation and endless curiosity about mortal affairs. These desert-dwelling dragons possess a strong sense of justice but can be overwhelming in their desire to discuss every topic imaginable. Their metallic scales gleam like polished brass in the desert sun, and their breath can either sleep or superheat opponents.

These dragons are natural storytellers and historians who collect tales, legends, and gossip with the same enthusiasm other dragons hoard gold. They often establish themselves near trade routes or settlements where they can interact with travelers and learn about distant lands and current events. Their lairs typically feature extensive libraries and conversation areas.

Brass dragons are inherently good-natured but can be frustratingly persistent in their social interactions. They genuinely care about the welfare of good creatures but sometimes lack the social awareness to recognize when their 'help' is unwanted or inappropriate. Their curiosity can lead them into complex political situations they don't fully understand.

Combat Tactics

Brass dragons prefer to avoid combat through conversation and negotiation, often talking to opponents for hours before resorting to violence. When forced to fight, they typically begin with their sleep breath to incapacitate enemies without causing permanent harm, reflecting their generally benevolent nature.

If sleep tactics fail or when facing particularly evil opponents, brass dragons switch to their fire breath and physical attacks. They use their superior mobility to stay airborne, raining down fire while avoiding retaliation. Their tactics emphasize control and incapacitation over lethal force when possible.

These dragons are willing to accept surrender and often attempt to convert defeated enemies to their cause through extended discussions about morality and ethics. They view combat as an educational opportunity rather than a means of destruction.

Encounter Ideas

The Desert Librarian: A brass dragon has established a vast library in the desert and offers knowledge to those willing to engage in lengthy conversations about their adventures and discoveries.

The Trade Route Guardian: The dragon protects a major trade route but insists on interviewing every traveler, creating both safety and significant delays for merchant caravans.

The Social Mediator: Political tensions between desert tribes have attracted the dragon's attention, and it seeks to resolve conflicts through diplomacy and discussion.

The Curious Historian: The dragon has become fascinated with a particular historical mystery and recruits adventurers to help investigate, providing both resources and endless commentary.

Lair Features

Brass dragon lairs reflect their social nature and love of knowledge:

  • Conversation Chambers: Comfortable areas designed for extended discussions, often with magical amenities for guests
  • Extensive Libraries: Vast collections of books, scrolls, and records from across the known world
  • Trophy Galleries: Displays of interesting objects collected from visitors, each with detailed stories
  • Communication Networks: Magical systems for staying in contact with distant friends and information sources
  • Guest Quarters: Well-appointed rooms for visitors who are encouraged to stay and share stories

Treasure

Brass dragons collect items that facilitate communication and learning:

Literary Collections: Rare books, historical documents, and unique manuscripts from across the world.

Communication Devices: Magical items that enable long-distance communication, translation, or information gathering.

Cultural Artifacts: Objects that represent different societies, customs, and artistic traditions.

Gift Collections: Items given by grateful visitors, each with sentimental value and associated stories.

Plot Hooks

The Desert Diplomat: Political upheaval in the region has prompted the brass dragon to take an active role in diplomacy, potentially offering aid or creating complications through well-meaning interference.

The Storytelling Contest: The dragon hosts a grand gathering where storytellers compete for prizes, but the event attracts both benevolent visitors and those with darker intentions.

The Information Broker: The dragon's vast network of contacts and extensive knowledge makes it a valuable source of information, but it expects payment in the form of new stories and extended conversations.

The Misguided Crusade: The dragon has become convinced that a particular cause is just and begins actively recruiting adventurers to champion it, despite potentially misunderstanding the complexity of the situation.