Amphibious. The dragon can breathe air and water.
Colossal. The dragon is considered Colossal sized (on grid: 60 ft. by 60 ft. or larger). This means that opportunity attacks made against it and its own opportunity attacks are made with disadvantage.
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: +18 to hit, reach 20 ft., one target. Hit: 25 (4d6 + 11) piercing damage + 1 lightning damage.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (2d10 + 11) slashing damage + 1 lightning damage.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 24 (2d12 + 11) bludgeoning damage.
Pinning Strike. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d8 + 11) piercing or slashing damage (dragon's choice) + 1 lightning damage and the target must succeed on a DC 20 Strength saving throw or be restrained. The target can repeat the saving throw at the start of each of its turns, freeing itself on a success. While pinning a target, the dragon can only make one Claw attack per turn.
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 22 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.
Lightning Breath. The dragon exhales lightning in a 130-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 45-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 21, +15 to hit with spell attacks). The dragon can innately cast the following spells, requiring only verbal components:
At Will: blade ward, guidance, speak with animals, detect thoughts, shield, thunderwave
2/day each: beast sense, locate object, witch bolt, blur, control water, storm sphere, control winds
5/day: heroes' feast, whirlwind, scatter, globe of invulnerability
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 20 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 11) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Strength score: 32 (+11)
Lair and Lair Actions
A Bronze Dragon’s Lair
A bronze dragon lairs in coastal caves. 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.
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 17 Constitution saving throw, taking 9 (2d8) thunder damage and be deafened until the end of its next turn on a failure, or half as much damage and no other effects on a success.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
- Once per day, the dragon can alter the weather in a 9-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 10 miles of the dragon’s lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
- Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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