Adult Brass Dragon

Metallic Dragon

Huge dragon, chaotic good

Armour Class: 18 (natural armour)
Hit Points: 172 (15d12 + 75)
Speed: 40 ft., burrow 30 ft., fly 80 ft.

STRDEXCON
23 (+6)10 (+0)21 (+5)
INTWISCHA
14 (+2)13 (+1)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
Challenge: 13 (10,000 XP)


Abilities

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


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 15 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.