Huge Dragon, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 194 (15d12 + 75)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +5, CON +10, WIS +6, CHA +8
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Dwarvish, Istarian
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Spellcasting.  As a dragon, Blaize can cast Arcane magic. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared, which he can cast up to second level:

1st-Level (slots 4): Protection from Evil and Good, Create or Destroy Water, Magic Missile, Speak with Animals

2nd-Level (slots 2): Continual Flame, Suggestion, Web

Actions

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.

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

(An NPC Brass Dragon encountered during Dragonlance module DL-3 Dragons of Hope)

Skullcap Encounter 61. (Armory)

A grey hemisphere shimmers in the center of the room. Armor stands gleaming against the walls. Anyone who enters the room can see into the hemisphere. Read the following:

A gleaming metallic dragon is frozen in mid-flight, its mouth gaping open. Below it, a goblin is frozen, this one in midstride as though fleeing for its life.


If a non-magical piece of iron or steel touches the grey hemisphere, it vanishes like a popped soap bubble. Nothing else will break the spell. The temporal stasis that holds the two creatures breaks the instant the hemisphere vanishes. With one lunge, the brass dragon snaps up the goblin and devours him in a single bite. Then he notices the party.

The brass dragon is understandably confused since it has been frozen for over 350 years. Shocked by the changes, it pauses. If the characters attack first, the dragon will fight back, but if they do not, it turns and confusedly asks them what has happened.

The brass dragon's name is Blaize. He claims to have been part of the attacking force during the Dwarfgate War, and the last thing he remembers is Fistandantilus casting a spell or, more specifically the last thing he remembers is pursuing a troop of goblins into a cave; slaying many of them and was about to eat one when an old man in a black robe came out of nowhere and enchanted him. A DC 18 History check by a PC will reveal that Blaize is being somewhat selective in his storytelling, he`s not lying exactly, more exaggerating his role in events and possibly which side he fought on.

He does not know anything about the disappearance of dragons from the world, or the recent reappearance of the evil dragons. When the current state of the world is explained, he does not know why the good dragons have not entered the fray.
Blaize is a bit of a braggart and loves to talk about his great feats in the War—which war, the heroes can’t quite tell. “I don’t know how long ago it was. There were goblins. I don’t know when, I’m not very good with dates, especially while enchanted. I am very good at hunting goblins, though. Did I tell you there were goblins in the war?”.

The dragon is very interested in the history of the current conflict. He tells the characters that he will do the utmost to seek out good dragons, if any remain, to help their cause. In the meantime, he offers to accompany the heroes for the time being. He can fit through double doors, though not through single ones.

Blaize remains with the party until one of three events: Verminaard and Ember attack (see Event #6), the heroes battle the shadow dragon (Encounter Area 50), or the current adventure ends

(Epilogue).

If Blaize chooses to fight the shadow dragon in Encounter 50, run the combat normally until the shadow dragon is dead.
If Blaize fights Verminaard and Ember, he flies up and engages the red dragon. When Ember uses his breath weapon, the brass dragon flees and Ember pursues. Blaize flies toward the nearest mountain and weaves among the sandstone cliffs (see cover painting of module). Both weave out of sight...and no one returns. Verminaard and Ember do not reappear in this adventure.

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Monster Tags: NPC

Habitat: Desert

AsbelMcTalisker

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