Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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.
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.
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.
I always picture brass dragons' sleep breath as a blast of sand, much like the sandman or sleep's material components. It also fits, being a desert dragon.
My favorite dragons.
How is it your favorite there are millions of them?!
Strange
Could I fight this?
:;(
I love that all it wants to do is talk. It's like a very VERY large puppy that wants attention. It's so wholesome
so one of my players literally befriended one of these and got double exp because they ended the conflict peacefully
that dragon is so cool l like it!!!!
Beautiful...
Perfect for my campaign. Always nice to have powerful creatures that don't want to just fight
Very not poggers
Where the Forlorn Plateau meets the Wastes of Love Lost, a sliver of safety exists. The desert sands give water generously and mirages of the desert's dangers seek only to aid travelers rather than hinder. Whatever it was once called, it's benefactor prefers the title "The Pass of Brass" and has come to prefer the moniker "The Lass of Brass" for herself over the past four decades or so. When a centuries-old dragon decides something, people tend to listen. Today, by the reckoning of what few sages care about this area, is the Lass's birthday, an event marked by a marked increase in the mirage creatures roaming the desert. Grand displays of colorful birds, herds of lizards dancing in complex patterns, and the occasional polar bear mark the occasion and astound travelers.
...or, they did. The sands lay empty, what few creatures people have encountered are real as once-abundant springs dry up and spoil. A mix of worry and disappointment suffuses the air as locals and visitors, respectively, adapt to the sudden change. As you all take a needed respite at the caravansary, you notice a familiar bird, your familiar in fact, perched upon the peak of a large tent and looking right at you. You also see your familiar happily enjoying a dish of fresh water on the table beside you. Suddenly, the tent comes down, collapsing in a heap as the workers around begin packing it up. The bird perched atop it remains where it was, standing on nothing for a few long seconds. It takes flight, flying directly over your head before turning West, towards the empty sands- and the Lass's lair.
Reskinning one of these as an adult red dragon because my party of 3 level 8s cannot handle an actual adult red... they're still gonna need to fight really smart or they're screwed :)
This is a nice dragon. I want to ride it.