Huge Dragon, Chaotic Good
Armor Class 24 (natural armor)
Hit Points 355 (20d20 + 75)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
30 (+10)
DEX
16 (+3)
CON
27 (+8)
INT
25 (+7)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws DEX +10, CON +15, WIS +13, CHA +11
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Damage Resistances All
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

The Corruption Burns: For the weak willed, the corruption will have them killed. Any and all targets within 30 feet of the dragon must roll con saves every turn or be poisoned for every round they stay in, the saves will constantly be made for everyone's turn taking 3d6 poison damage. The DC=19 EVERY TURN IN A ROUND UNTIL YOU CAN ESCAPE THIRTY FEET FROM IT!

 

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Metal Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (5d10 + 6) piercing damage.

Corrupting Swipe: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (3d10 + 10) slashing damage.

Dark Slam : Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d12 + 15) 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.

DarkFire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 45 (13d6x10) fire damage on a failed save, or half as much damage on a successful one.

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.

Description

This adult dragon of brass, once a dragon of shiny beauty, now has been touched by Io's spiteful hand, etching darkness unto its metal coating of scales and poisoning its veins. Its said that this dragon tried to resist her, and for that, it was cursed to always destroy those around it. On top of that she fully warped its mind with her corruption, forcing it to do her bidding until it is slain.

Lair and Lair Actions

A Brass Dragon’s Lair

A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.

Regional Effects

The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence Investigation check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.

If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

Habitat: DesertForestGrasslandHillMountain

Grave_Mistakez

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