Brass Dragon, Wyrm
A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.
Brass Dragon, Wyrm (CR 17)
Huge Dragon (Fire)Alignment: Chaotic Good
Initiative: +3
Senses: Blindsense 60 feet, Dragon Senses; Perception +36
Aura: fire (10 feet, 1d6 fire), frightful presence (330 feet, DC 27)
Speed: 60 feet, Burrow 30 feet, Fly 200 feet (poor)
Space: 15 feet
Defense
Armor Class: 40, touch 7, flat-footed 40 (-1 Dex, +33 natural, -2 size)Hit Points: 324 (24d12+168)
Saving Throws: Fort +21, Ref +13, Will +19
Damage Reduction: 20/magic
Immunity: fire, paralysis, sleep
Spell Resistance: 28
Weaknesses: vulnerability to cold
Offense
Melee: bite +34 (2d8+18), 2 claws +34 (2d6+12), 2 wings +32 (1d8+6), tail slap +32 (2d6+18)Reach: 15 feet (20 feet with bite)
Special Attacks: Breath Weapon (100-ft. line, DC 29, 22d4 fire), crush (small creatures, DC 29, 2d8+18), desert wind, sandstorm, sleep breath
Spell-Like Abilities (CL 24th; Concentration +29):
- At Will-- Control Weather, Control Winds, Endure Elements, Speak with Animals, Suggestion (DC 18)
Spells Known (CL 17th; Concentration +22):
- 8th (4/day)--Demand (DC 25), Power Word Stun
- 7th (6/day)--Teleport, Greater, Hold Person, Mass (DC 24), Power Word Blind
- 6th (6/day)--Forceful Hand, Geas/Quest, Dispel Magic, Greater
- 5th (7/day)--Contact Other Plane, Dominate Person (DC 22), Mirage Arcana, Prying Eyes
- 4th (7/day)--Charm Monster (DC 21), Confusion (DC 21), Dimensional Anchor, Locate Creature
- 3rd (7/day)--Displacement, Heroism, Hold Person (DC 20), Tongues
- 2nd (7/day)--Alter Self, Detect Thoughts (DC 17), Locate Object, Resist Energy, See Invisibility
- 1st (8/day)--Alarm, Charm Person (DC 18), Protection From Evil, Shield, Ventriloquism
- 0 (at will)--Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound (DC 15), Mage Hand, Message, Prestidigitation, Read Magic
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
35 (+12) | 8 (-1) | 25 (+7) | 20 (+5) | 21 (+5) | 20 (+5) |
CMB +38
CMD 47 (51 vs. Trip)
Feats: Alertness, Fly-by Attack, Hover, Greater Spell Focus (enchantment), Improved Initiative, Improved Vital Strike, Multiattack, Quicken Spell, Spell Focus (enchantment), Spell Penetration, Vital Strike
Skills: Bluff +32, Diplomacy +32, Fly +18, Heal +32, Knowledge (history) +32, Knowledge (local) +32, Linguistics +32, Perception +36, Sense Motive +36, Spellcraft +32, Survival +32
Languages: Common, Draconic, plus any 27 more
Special Qualities: move sand
Special Abilities
Desert Wind (Su)
A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save (DC 29) or be blinded for 1d4 rounds by the sand.Fire Aura (Su)
An old or older brass dragon is surrounded by an aura of intense heat. All creatures within 5 feet of the dragon take 1d6 points of fire damage at the beginning of the dragon's turn. An ancient brass dragon's aura extends to 10 feet. A great wyrm's damage increases to 2d6. A brass dragon can suppress or activate this aura at will as a free action.Move Sand (Su)
A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell.Sandstorm (Su)
An ancient or older brass dragon can create a powerful sandstorm once per day as a full-round action. This storm has a radius of 1 mile and lasts for 1 minute per age category of the dragon. This functions as a sandstorm (Pathfinder RPG Core Rulebook 431), except that it is also accompanied by windstorm-level winds.Sleep Breath (Su)
Instead of a line of fire, a brass dragon can breathe a 50 ft. cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6+11 rounds.Ecology
Environment: Warm DesertsOrganization: solitary
Treasure: triple
Consummate conversationalists, brass dragons prefer to talk instead of fight.
Brass dragons lair near humanoid settlements, where they can hear the most recent news and gossip.
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