{"name":"Adult Brass Dragon","cr":"13","types":"Dragon","size":"Huge","languages":"Common, Draconic","alignment":"Chaotic Good","description":"","suggestedenvironment":"Desert","ac":"18 (natural armor)","hitpoints":"172 [roll:15d12+75]","strength":"23","dexterity":"10","constitution":"21","intelligence":"14","wisdom":"13","charisma":"17","movement":"40","fly":"80","hover":"","burrow":"40","swim":"","climb":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","skills":"History +7, Perception +11 , Persuasion +9 , Stealth +5","savingthrows":"Dex +5, Con +10, Wis +6, Cha +8","damagevulnerabilities":"","damageresistances":"","damageimmunities":"fire","conditionimmunities":"","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[i][b]Legendary Resistance(3\/day).[\/b][\/i]If the dragon fails a saving throw, it can choose to succeed instead.","actions":"[i][b]Multiattack.[\/b][\/i] The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.[br][br]\r\n[i][b]Bite.[\/b][\/i] Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 [roll:2d10+6] piercing damage.[br][br]\r\n[b][i]Claw.[\/i][\/b] Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 [roll:2d6+6] slashing damage.[br][br]\r\n[i][b]Tail.[\/b][\/i] Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 [roll:2d8+6] bludgeoning damage.[br][br]\r\n[b][i]Frightful Presence.[\/i][\/b] 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.\r\n[b][i]Breath Weapons (Recharge 5\u20146).[\/i][\/b] The dragon uses one of the following breath weapons.[br]\r\n[b]Fire Breath.[\/b] The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 [roll:13d6] fire damage on a failed save, or half as much damage on a successful one.\r\n[br][br]\r\n[b]Sleep Breath.[\/b] 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.","reactions":"","legendaryactions":"Adult Brass 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. Adult Brass Dragon regains spent legendary actions at the start of its turn.[br][br]\r\n[b][i]Detect.[\/i][\/b]The dragon makes a Wisdom (Perception) check.[br][br]\r\n[b][i]Tail Attack.[\/i][\/b] The dragon makes a tail attack.[br][br]\r\n[b][i]Wing Attack (Costs 2 Actions).[\/i][\/b] The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 [roll:2d6+6] bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","lairdescription":"","lairactions":"On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:\r\n[ul][li]A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.[\/li]\r\n[li]A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.[\/li][\/ul]","regionaleffects":"The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\r\n[ul][\/li]Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.[\/li]\r\n[li]Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.[\/li]\r\n[li]Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.\r\nIf the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.[\/li][ul]","image":"","tabledata":"","tags":"","templateId":"21","blockId":"1532"}