Medium Dragon, Chaotic Neutral
Armor Class 17 Natural armour
Hit Points 28 (6d8 + 1)
Speed 30 ft., Burrow 15 ft., Swim 30 ft., Fly 60 ft.
STR
15 (+2)
DEX
11 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws DEX +2, CON +3, WIS +2, CHA +3
Damage Resistances Acid, Fire
Senses Passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious. The dragon can breath air and water.

 

Actions

 

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 + 2) slashing damage. 

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

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.

Burning Acid Breath. The dragon exhales steaming hot acid in a 20-foot line that is 5 feet wide. Each creature must make a DC 11 Dexterity saving throw, taking 15 (3d8) acid damage and 6 (2d6) fire damage, on a failed save, or half as much on a successful one. 

 

 

Description

Due to it being extremely unlikely for the progenitors of these dragons to breed in the wild, instances of these dragons are almost always bred by force, using magical means. Perpetrators of this perverse behaviour may be deranged dragon cults or powerful wizards conducting horrid experiments.

The appearance of these dragons varies alot, with any variety of features from either dragons. 

Due to their brass dragon heritage, these dragons seek lairs in hot deserts, but by their black dragon nature, they seek water, leading them to lair in oases, favouring those that once housed ancient civilizations.  They bury their hoards many thousands of feet beneath the lake beds of their oasis lair to ensure difficulty for others to ever locate or retrieve it.

Like Brass dragons, Black-Brass Dragon Hybrids are very talkative, revelling in every opportunity to converse with anything that understands a language, some times going to great lengths to learn a language specifically to converse with a certain creature. They gladly take treasure as payment for information, though they are known for drifting of topic.  

They are even more demanding of attention then Brass dragons, making liberal use of its sleep gas and trapping its victims until it is sated of its thirst for conversation. When it comes to conversation, Black-Brass Dragon Hybrids are cruel and degrading, often insulting others through passive aggressive remarks and snide comments. As does a Brass dragon, a Black-Brass Dragon Hybrid will manipulate in kind when it believes itself to be manipulated, but take further, sometimes intentionally leading them into harm, though never intentionally lethal, or purposefully away from their goal. 

Many dragons, both metallic and chromatic despise Black-Brass Dragon Hybrids, seeing them as horrid abominations to be slain. This leads to  Black-Brass Dragon Hybrids to regard metallic and chromatic dragons with distrust. But dragons and dragon-kin with no stake in the chromatic/metallic divide, are less likely to show aggression and are easier to form friendships with. They often get along well with gem dragons as they share their moral neutrality, as well dragon tortoises and turtles since they to are morally neutral.   

Lizardfolk and Kobolds that stumble across Black-Brass Dragon Hybrids may be put of by the constant degrading conversation, but those that do settle near them will be ordered on missions to gather tomes, magical items and ancient relics of the past that may interest the dragon. 

Lair and Lair Actions

Black-Brass Dragon Hybrids lair in large marshy oases that once housed ancient civilizations.  

Lair Actions

On initiative count 20 (losing initiative ties), the  Black-Brass Dragon Hybrid takes a lair action to cause one of the following effects; the Black-Brass Dragon Hybrid can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120ft of it turn into a viscous, gunky oil that spontaneously lights ablaze, and surges out in a writhing surge. Any creature on the ground within 20ft of the pool must succeed on a DC 15 strength saving throw or be pulled 20ft towards the pool and Restrained and knocked Prone by the writhing, fiery oil of the pool. On an affected creatures turn it can make a DC 15 strength check to escape either the Prone or Restrained condition. If a creature starts its turn in the oil pool it ignites. A creature can not take an action to douse the fire if it is in a pool of oil created by this Lair action. Until a creature takes an action to douse the fire, the creature takes 8(4d4) fire damage at the start of each of its turns.   
  • A cloud of harsh, blistering sand and biting desert insects swirl around in a 20ft sphere centred on a point the dragon can see within range. The swarm spreads around corners. The cloud is lightly obscured and remains until the dragon dismisses it as an action, uses this lair action again, or dies. Any creature in the swarm when it appears or ends its turn in the swarm must make a DC 15 constitution saving throw taking 10 (3d6) piercing damage on failed save, or half as much on a successful one.
  • A Magically infused dusk cloud spreads from a point the dragon can see within 60ft of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud spreads around corners. When a creature enters this effect for the first or starts its turn there it must make a DC 15 wisdom saving throw. On a failure, the cloud is perceived as magical darkness for this creature. 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. On a success the cloud is perceived as heavily obscured for this creature. 

Regional Effects

The region containing a legendary Black-Brass Dragon Hybrid's lair is warped by the dragons, which creates one or more of the following effects:

  • Water within 1 mile is foul and grimy, enemies of the dragon that drink the water throw it up within seconds. 
  • Monstrous illusions haunt the land within 6 miles of the dragons lair. These illusions move and appear real and can create sound, yet can cause no harm. A DC 20 intelligence (Investigation) reveals the image to be an illusion. Any physical interaction with the illusion reveals it to be an illusion, because object pass through it.  

If the Black-Brass Dragon Hybrid dies, these effects fade over the course of 1d10 days.

Habitat: Desert

bleddyn05

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