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Ancient Bronze Dragon

Challenge
Tags
Terrain
str
28
dex
10
con
26
int
18
wis
16
cha
20

AC 21 (natural armor)

HP 425 (23d20 + 184; bloodied 212)

Speed 40 ft., fly 80 ft., swim 80 ft.


Proficiency +7; Maneuver DC 24

Saving Throws Dex +7, Con +15, Wis +10, Cha +12

Skills Insight +10, Perception +10 (+1d6), Stealth +7

Damage Immunities lightning

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23

Languages Common, Draconic, two more


Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). When the dragon fails a saving throw , it can choose to succeed instead. When it does, some of its scales fall away and dissolve into sea foam. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.

Oracle of the Coast. The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious. Additionally, by submerging itself in a body of water and spending 1 minute in concentration, it can cast scrying , requiring no components. The scrying orb appears in a space in the same body of water.

Innate Spellcasting. The dragon’s spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 

   3/day each: fog cloud , speak with animals , commune with nature , speak with plants

   1/day: control weather , etherealness


ACTIONS

Multiattack. The dragon attacks with its bite and twice with its claws. In place of its bite, it can use Lightning Pulse.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage.

Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the dragon pushes the target 10 feet away.

Trident (Humanoid Form Only). Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 9) piercing damage.

Lightning Pulse.  The dragon targets one creature within 60 feet, forcing it to make a DC 23 Dexterity saving throw . The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water, all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage.

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

Lightning Breath. The dragon exhales lightning in a 120-foot-long, 10-foot-wide line. Each creature in the area makes a DC 23 Dexterity saving throw , taking 93 (16d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can’t take reactions until the end of its next turn.

Ocean Surge. The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 23 Strength saving throw . A creature that fails is pushed 40 feet away from the dragon and knocked prone , while one that succeeds is pushed only 20 feet away and isn’t knocked prone.


BONUS ACTIONS

Change Shape. The dragon magically takes the shape of a humanoid or beast, or changes 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 (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Lightning Pulse, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its trident.


REACTIONS

Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.


LEGENDARY ACTIONS

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 20 Charisma saving throw . On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.

Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw . On a failure, it is pushed 10 feet away and knocked prone . The dragon can then fly up to half its fly speed.

Foresight (Costs 2 Actions). The dragon focuses on the many sprawling futures before it and predicts what will come next. Until the start of its next turn, it gains advantage on saving throws , and attacks against it are made with disadvantage .

Combat

While individual dragons have their own personalities and tactics, most rely heavily on their breath weapons. They use them whenever they can, preferably from maximum distance and while flying above their enemies. 

When fighting in the open, dragons often circle above their enemies as they wait for their breath weapons to recharge. They only close to melee if their enemies deal significant damage with ranged attacks, or if they can savage an enemy cut off from its allies. Once bloodied , dragons become more aggressive, attacking with bite and claws when their breath weapons aren’t available.

If a dragon is protecting its lair, it utilizes lair features, traps, allies, and architecture such as escape tunnels to keep up a hit-and-run fight, reappearing only when it has a fully-recharged breath weapon. If the dragon is forced into melee combat, it uses its bite and claws against a single foe. If it has legendary actions like Roar and Wing Attack, it uses them to disperse its other enemies.

If reduced to less than one-fourth its hit points while fighting in the open, a dragon flies away. However, it fights to the death to defend its lair, unless it can regain the upper hand through tricks or bargains.


Bronze Dragon Lair Features

The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:

1 When a creature first enters the lair, it makes a Wisdom saving throw . On a failure, the dragon is aware of the creature and knows its Destiny (if applicable) as well as its current, most pressing fear. 

2 When a creature draws a metal weapon in the lair, it makes a Constitution saving throw . On a failed save, it takes 7 (2d6) lightning damage from a sudden static jolt and can’t take reactions until the end of its next turn.

3 Floors throughout the lair are damp and slippery. A creature that takes the Dash action to move along the ground makes a Dexterity saving throw at the end of its movement, falling prone on a failure.

4 A flooded tunnel leads into a labyrinthine sprawl of underwater passageways. If a creature attempts to navigate these tunnels without the dragon’s invitation, it makes a Wisdom saving throw , becoming lost on a failure.


Names

Ahglynypa, Billowmere, Kaviliath, Marianthamir, Nausticalix, Ruddykin


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Bronze dragons are fascinated by the sea. They make their lairs in oceanside cliffs or deep beneath the waves.

DC 15 A bronze dragon’s breath weapon is composed either of lightning or a torrent of seawater.

DC 20 After centuries spent observing the ebb and flow of nature, ancient bronze dragons gain the ability to scry on far-off locations and predict the future.

Description

Fascinated by the endless rhythms of the sea, bronze dragons spend hours studying their seaside dominions, transfixed by the flight paths of birds, the migrations of fish, or the accumulation of sea foam against a mossy rock. Some bronze dragons even make their lairs near humanoid settlements, so as to more closely watch the ships as they sail in and out of port.

Curious and Mysterious. Though fascinated with the natural world, bronze dragons prefer to make their observations from afar. They avoid influencing the objects of their scrutiny, but on the odd occasion they are exposed, bronze dragons make the best of it, asking intrusive questions and analyzing the answers they receive for days on end.

Tests and Trials. When a creature seeks a bronze dragon’s wisdom, the dragon always knows they’re coming. It sets out a number of trials to test the knowledge-seeker, so as to better gauge their motivations before they arrive. Such ordeals rarely involve the dragon appearing personally, but they can be perilous nonetheless.

Butterflies and Hurricanes. No one knows better than a bronze dragon that a small action can have far-reaching consequences. Bronze dragons sometimes dispatch agents to gather specific information about the world around them. This might mean infiltrating a warlord’s inner circle to discover where her warships will sail this season, or exploring the interior of a long-deserted isle. Though such knowledge might seem irrelevant to adventurers bent on saving the world, the dragon requires it to further its efforts to promote the greater good.

Behavior

1 Pearl diving or hunting for fish

2 Watching from a distance, gathering information

3 In the form of a merfolk paladin, looking for evil to battle

4 With an unusual request

Signs

1 Brilliantly colored plants and seaweed

2 Rapidly changing weather: sunny one minute, pouring rain the next

3 Strange echoes of distant music

4 Pearlescent fog

Encounters

Bronze dragons make their lairs in sea caves, sunken ships, coral reefs, and other aquatic environments.

CR 3–4 bronze dragon wyrmling

Treasure 250 gp, 500 sp, coral gemstone (100 gp), potion of greater healing

CR 5–10 young bronze dragon ; bronze dragon wyrmling with 1d8 + 4 lizardfolk , merfolk , or sprites

Treasure 50 pp, 200 gp, 6 pearls (100 gp), sheaf of spy reports, deck of illusions

CR 11–16 young bronze dragon with 2 sea hags , sirens (see harpy ), or spies  

Treasure 3,000 gp, pearl-embroidered hat (750 gp), fine silk cape (250 gp), 3 potions of healing , armor of invulnerability , +1 longsword (with a coral blade; its wielder can breathe water), feather token (anchor)

CR 17–22 adult bronze dragon

Treasure 12,000 gp, 4,000 ep, 20 pearl and coral gemstones (100 gp each), 30 rare books (125 gp each), 3 spell scrolls of eyebite , flesh to stone , and sunbeam , cloak of protection

CR 23–30 ancient bronze dragon; adult bronze dragon with 2 merfolk knights , merrow mages , or water elementals

Treasure 25,000 gp, sailing ship (10,000 gp), trade goods (5,000 gp), 10 pieces of jewelry (750 gp each), 3 arrows of fiend slaying , instant fortress , +3 chain mail

CR 31+ ancient bronze dragon with marid , sea chimera , or spymaster

Treasure 10,000 pp, 30,000 gp, 4 diamonds (5,000 gp), potion of storm giant strength , dimensional shackles , rod of alertness

Monster Type Description

Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes white dragons , which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as pseudodragons