Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (14d6) acid damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 53 (15d6) 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 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Description
Oiled bronze dragons dwell near water of any type. Often in caves, but sometimes fully underwater, or even in flooded ruins, these dragons make their lairs - storing their treasures and rearing their young. They take the form of animals to observe creatures of interest in their territory - often as dolphins, fish or sharks.
With deep-socketed eyes and broad nasal openings, an oiled bronze dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken at the tips. As the dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. An oiled bronze dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling acidic saliva.
When it hatches, an oiled bronze dragon has glossy dark scales. As it ages, its scales become thicker and duller, to an oil-rubbed bronze tone, helping it blend in to the marshes and caves that are its home.
Lair and Lair Actions
An Oiled Bronze Dragon’s Lair
An oiled bronze dragon lairs in coastal caves, swamps, wetlands or near rivers and lakes. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs. The lair quite frequently smells of decay as the dragon prefers its food to be pickled and fermented prior to eating it.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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