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Ancient Brass Dragon (Spellcaster)Creature 16


UncommonCGHugeDragonFire
Source Pathfinder Bestiary
Perception +30 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet)
Languages Auran, Common, Draconic, Gnomish, Halfling, Sphinx, Sylvan, Speak With Animals
Skills Acrobatics +27, Athletics +31, Deception +27, Diplomacy +29, Society +28
Str +7, Dex +5, Con +6, Int +4, Wis +4, Cha +5

AC 39; Fort +30; Reflex +29; Will +30; +1 status to all saves vs. magic
HP 325
Speed 50 feet (burrow 40 feet, fly 150 feet)
Immunities fire, paralyzed, sleep

Jaws One Action +32 (+27, +22) to hit (fire, magical, reach 15) 3d10+15 Piercing + 3d6 Fire
Claw One Action +32 (+28, +24) to hit (agile, magical, reach 10) 3d10+15 Slashing
Wing One Action +30 (+25, +20) to hit (magical, reach 15) 2d12+13 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 35 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Wing Deflection Reaction

Trigger The dragon is targeted with an attack


Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.

Breath Weapon Two Actions (arcane, enchantment, evocation, fire, incapacitation, sleep)

The brass dragon breathes in one of two ways.

The dragon can't use Breath Weapon again for 1d4 rounds.

Desert Wind Two Actions (air, arcane, concentrate, evocation)

Frequency three times per day


Effect The dragon calls upon the desert wind. This has the same effect as Gust of Wind (DC 37 fortitude) but in a 60-foot cone.

A creature that fails its save is also Blinded until the end of its next turn (or for 1 minute on a critical failure).


Arcane Prepared Spells (DC 37, +32 to hit)

Cantrips (8th Level): Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Read Aura
1st Level: Alarm, Sleep, Ventriloquism
2nd Level: Humanoid Form, Mirror Image, Resist Energy
3rd Level: Earthbind, Locate, Paralyze
4th Level: Confusion, Dimension Door, Dimensional Anchor
5th Level: Hallucination, Mind Probe, Tongues
6th Level: Dominate, Teleport, True Seeing
7th Level: Power Word Blind, Project Image, Reverse Gravity

Arcane Innate Spells (DC 37, +29 to hit)

2nd Level: Speak with Animals (Constant)


Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.

These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.

Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.

Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.


Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.