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Ancient Bronze Dragon (Spellcaster)Creature 18


UncommonLGGargantuanAmphibiousDragonWater
Source Pathfinder Bestiary
Perception +32 (darkvision, scent (imprecise) 100 feet)
Languages Aquan, Common, Draconic, Dwarven, Elven, Gnomish, Speak With Animals
Skills Acrobatics +28, Arcana +35, Athletics +34, Diplomacy +32, Intimidation +32, Occultism +33, Society +33, Stealth +28
Str +8, Dex +4, Con +6, Int +7, Wis +6, Cha +6

AC 43; Fort +32; Reflex +30; Will +34; +1 status to all saves vs. magic
HP 360
Speed 60 feet (fly 200 feet, swim 60 feet)
Immunities electricity, paralyzed, sleep

Jaws One Action +35 (+30, +25) to hit (electricity, magical, reach 20) 3d12+16 Piercing + 2d12 Electricity
Claw One Action +35 (+31, +27) to hit (agile, magical, reach 15) 3d10+16 Slashing
Tail One Action +33 (+28, +23) to hit (magical, reach 20) 2d10+14 Bludgeoning

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.

Scent (Imprecise) 100 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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. MagicAttack of Opportunity Reaction

Jaws only


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Electricity Aura (aura, electricity)

15 feet 2d12 electricity damage

The bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 38 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.

Vortex (aura, water)

40 feet Aura


Water in the aura that is also in the same body of water as the dragon is difficult terrain for Swimming creatures that don't have the water trait.

Vortex Pull Reaction (water)

Trigger A creature in the dragon's vortex uses a Swim action.


Effect The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 athletics check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed).

Breath Weapon Two Actions (abjuration, arcane, electricity, evocation, incapacitation, mental)

The bronze dragon breathes in one of two ways.

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

Water Mastery

For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water.


Arcane Prepared Spells (DC 40, +35 to hit)

Cantrips (9th Level): Detect Magic, Light, Message, Read Aura, Shield
1st Level: Alarm, Hydraulic Push, True Strike
2nd Level: Comprehend Language, Dispel Magic, Mirror Image, Resist Energy
3rd Level: Mind Reading, Slow
4th Level: Dimension Door, Solid Fog, Suggestion
5th Level: Control Water, Illusory Scene, Tongues
6th Level: Mislead, Teleport, True Seeing
7th Level: Prismatic Spray, Spell Turning
8th Level: Disappearance, Mind Blank, Polar Ray

Arcane Innate Spells (DC 40, +32 to hit)

2nd Level: Obscuring Mist (At Will), Speak with Animals (Constant)
5th Level: Control Water (At Will)


Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.

Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.

While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Water

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