Brass Dragons
Brass Dragon Wyrmling
Brass Dragon Wyrmling
Medium dragon Chaotic Good
Armor Class 15; Initiative +2
Hit Points 22 (4d8 + 4)
Speed burrow 15 ft., fly 60 ft., walk 30 ft.
Strength 15 (+2); Dexterity 10 (+0); Constitution 13 (+1); Intelligence 10 (+0); Wisdom 11 (+0); Charisma 13 (+1)
Saving Throws Dexterity +2, Wisdom +2
Skills Perception +4, Stealth +2
Damage Immunities fire
Senses darkvision 60 ft., blindsight 10 ft.
Languages draconic
Challenge 1; Proficiency Bonus +2
Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line.
Failure: 14 (4d6) fire damage.
Success: Half damage.
Rend. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 7 (1d10 + 2) slashing damage.
Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone.
Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save.
Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Young Brass Dragon
Young Brass Dragon
Large dragon Chaotic Good
Armor Class 17; Initiative +3
Hit Points 110 (13d10 + 39)
Speed burrow 20 ft., fly 80 ft., walk 40 ft.
Strength 19 (+4); Dexterity 10 (+0); Constitution 17 (+3); Intelligence 12 (+1); Wisdom 11 (+0); Charisma 15 (+2)
Saving Throws Dexterity +3, Wisdom +3
Skills Perception +6, Persuasion +5, Stealth +3
Damage Immunities fire
Senses darkvision 120 ft., blindsight 30 ft.
Languages common, draconic
Challenge 6; Proficiency Bonus +3
Multiattack. The young brass dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath.
Rend. Melee Weapon Attack: +7 to hit, reach 10 ft.. Hit: 15 (2d10 + 4) slashing damage.
Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line.
Failure: 38 (11d6) fire damage.
Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone.
Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save.
Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Adult Brass Dragon
Adult Brass Dragon
Huge dragon Chaotic Good
Armor Class 18; Initiative +10
Hit Points 172 (15d12 + 75)
Speed burrow 30 ft., fly 80 ft., walk 40 ft.
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Strength 23 (+6); Dexterity 10 (+0); Constitution 21 (+5); Intelligence 14 (+2); Wisdom 13 (+1); Charisma 17 (+3)
Saving Throws Dexterity +5, Wisdom +6
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Damage Immunities fire
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 13; Proficiency Bonus +5
Legendary Resistance. 3/day (4/day in lair). If the adult brass dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The adult brass dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray.
Rend. Melee Weapon Attack: +11 to hit, reach 5 ft.. Hit: 17 (2d10 + 6) slashing plus 4 (1d8) fire damage.
Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line.
Failure: 45 (10d8) fire damage.
Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone.
Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save.
Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. 1 use per day. The adult brass dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals
1/Day Each: Detect Thoughts, Control Weather
Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful DC 16 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
Speak with Animals. For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Detect Thoughts. You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an DC 16 Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Control Weather. You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation | | Stage | Condition
| 1 | Clear
| 2 | Light clouds
| 3 | Overcast or ground fog
| 4 | Rain, hail, or snow
| 5 | Torrential rain, driving hail, or blizzard
Temperature | | Stage | Condition
| 1 | Heat wave
| 2 | Hot
| 3 | Warm
| 4 | Cool
| 5 | Cold
| 6 | Freezing
Wind | | Stage | Condition
| 1 | Calm
| 2 | Moderate wind
| 3 | Strong wind
| 4 | Gale
| 5 | Storm
Blazing Light. The adult brass dragon uses Spellcasting to cast Scorching Ray.
Pounce. The adult brass dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands. Dexterity Saving Throw: DC 16, 1 creature the adult brass dragon can see within 120 feet.
Failure: 27 (6d8) fire damage, and the target's Speed is halved until the end of its next turn.
Failure or Success: The adult brass dragon can't take this action again until the start of its next turn.
Ancient Brass Dragon
Ancient Brass Dragon
Gargantuan dragon Chaotic Good
Armor Class 20; Initiative +12
Hit Points 332 (19d20 + 133)
Speed burrow 40 ft., fly 80 ft., walk 40 ft.
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Strength 27 (+8); Dexterity 10 (+0); Constitution 25 (+7); Intelligence 16 (+3); Wisdom 15 (+2); Charisma 22 (+6)
Saving Throws Dexterity +6, Wisdom +8
Skills History +9, Perception +14, Persuasion +12, Stealth +6
Damage Immunities fire
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 20; Proficiency Bonus +6
Legendary Resistance. 4/day (5/day in lair). If the ancient brass dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The ancient brass dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Weapon Attack: +14 to hit, reach 15 ft.. Hit: 19 (2d10 + 8) slashing plus 7 (2d6) fire damage.
Fire Breath. Recharge 5-6. Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide Line.
Failure: 58 (13d8) fire damage.
Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone.
Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save.
Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. 1 use per day. The ancient brass dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):
At Will: Detect Magic, Minor Illusion, Scorching Ray (level 3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals
1/Day Each: Control Weather, Detect Thoughts
Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful DC 20 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Scorching Ray. +12 to hit, range 120 ft.. Hit: 7 (2d6) fire damage. You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Total Rays
Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
Speak with Animals. For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Control Weather. You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation | | Stage | Condition
| 1 | Clear
| 2 | Light clouds
| 3 | Overcast or ground fog
| 4 | Rain, hail, or snow
| 5 | Torrential rain, driving hail, or blizzard
Temperature | | Stage | Condition
| 1 | Heat wave
| 2 | Hot
| 3 | Warm
| 4 | Cool
| 5 | Cold
| 6 | Freezing
Wind | | Stage | Condition
| 1 | Calm
| 2 | Moderate wind
| 3 | Strong wind
| 4 | Gale
| 5 | Storm
Detect Thoughts. You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an DC 20 Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Blazing Light. The ancient brass dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Scorching Ray. +12 to hit, range 120 ft.. Hit: 7 (2d6) fire damage. You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
Total Rays
Pounce. The ancient brass dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands. Dexterity Saving Throw: DC 20, 1 creature the ancient brass dragon can see within 120 feet.
Failure: 36 (8d8) fire damage, and the target's Speed is halved until the end of its next turn.
Failure or Success: The ancient brass dragon can't take this action again until the start of its next turn.