Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.
A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.
For basic lore see Metallic Dragons
Gargantuan dragon, lawful good
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 29 | 10 | 27 | 18 | 17 | 21 |
Modifier | +9 | +0 | +8 | +4 | +3 | +5 |
Armor Class: 22 (natural armor)
Hit Points: 444 (24d20 + 192)
Speed: 40 ft., fly 80 ft., swim 40 ft.
Saving Throws: Dex +7, Con +15, Wis +10, Cha +12
Skills: Insight +10, Perception +17, Stealth +7
Damage Immunities: lightning
Senses: blindsight 60ft., darkvision 120ft., passive Perception 27
Languages: Common, Draconic
Challenge: 22 (30,000)
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: +16 to hit, reach 15ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw: Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail: Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 18 (2d8 + 9) 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 20 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 120·foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape: he 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.
The dragon can take 3 legendary actions, choosing from the options below. Only one legend ary 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 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, Lawful good
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 25 | 10 | 23 | 16 | 15 | 19 |
Modifier | +7 | +0 | +6 | +3 | +2 | +4 |
Armor Class: 19 (natural armor)
Hit Points: 212 (17d12 + 102)
Speed: 40 ft., fly 80 ft., swim 40 ft.
Saving Throws: Dex +5, Con + 11, Wis +7, Cha +9
Skills: Insight +7, Perception +12, Stealth +5
Damage Immunities: lightning
Senses: blindsight 60ft., darkvision 120ft., passive Perception 22
Languages: Common, Draconic
Challenge: 15 (13,000)
Amphibious: The dragon can breathe air and water.
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: +12 to hit, reach 10ft., one target. Hit: 18 (2d1 0 + 7) piercing damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail: Melee Weapon Attack:+ 12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 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.
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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Large dragon, lawful good
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 21 | 10 | 19 | 14 | 13 | 17 |
Modifier | +5 | +0 | +4 | +2 | +1 | +3 |
Amphibious: The dragon can breathe air and water.
Armor Class: 18 (natural armor)
Hit Points: 142 (15d10 + 60)
Speed: 40 ft., fly 80 ft., swim 40 ft.
Saving Throws: Dex +3, Con +7, Wis +4, Cha +6
Skills: Insight +4, Perception +9, Stealth +3
Damage Immunities: lightning
Senses: blindsight 30ft., darkvision 120ft., passive Perception 17
Languages: Common, Draconic
Challenge: 8 (3,900)
Multiattack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 16 (2d1 0 + 5) piercing damage.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Lightning Breath: The dragon exhales lightning in a 60-foot line that is 5 feet wide . Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Medium dragon, lawful good
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 17 | 10 | 15 | 12 | 11 | 15 |
Modifier | +3 | +0 | +2 | +1 | +0 | +2 |
Armor Class: 17 (natural armor)
Hit Points: 32 (5d8 + 10)
Speed: 30 ft., fly 60 ft., swim 30 ft.
Saving Throws: Dex +2, Con +4, Wis +2, Cha +4
Skills: Perception +4, Stealth +2
Damage Immunities: lightning
Senses: blindsight 10ft., darkvision 60ft., passive Perception 14
Languages: Draconic
Challenge: 2 (450)
Amphibious: The dragon can breathe air and water.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Lightning Breath: The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item.
Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.
Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.
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.
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 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
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 6-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 6 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.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1dl0 days.