Bronze Dragons
Bronze Dragon Wyrmling
Bronze Dragon Wyrmling
Medium dragon Lawful Good
Armor Class 15; Initiative +2
Hit Points 39 (6d8 + 12)
Speed fly 60 ft., swim 30 ft., walk 30 ft.
Strength 17 (+3); Dexterity 10 (+0); Constitution 15 (+2); Intelligence 12 (+1); Wisdom 11 (+0); Charisma 15 (+2)
Saving Throws Dexterity +2, Wisdom +2
Skills Perception +4, Stealth +2
Damage Immunities lightning
Senses darkvision 60 ft., blindsight 10 ft.
Languages draconic
Challenge 2; Proficiency Bonus +2
Multiattack. The bronze dragon wyrmling makes two Rend attacks.
Amphibious. The bronze dragon wyrmling can breathe air and water.
Rend. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 8 (1d10 + 3) slashing damage.
Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line.
Failure: 16 (3d10) lightning damage.
Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone.
Failure: The target is pushed up to 30 feet straight away from the bronze dragon wyrmling and has the Prone condition.
Young Bronze Dragon
Young Bronze Dragon
Large dragon Lawful Good
Armor Class 17; Initiative +3
Hit Points 142 (15d10 + 60)
Speed fly 80 ft., swim 40 ft., walk 40 ft.
Strength 21 (+5); Dexterity 10 (+0); Constitution 19 (+4); Intelligence 14 (+2); Wisdom 13 (+1); Charisma 17 (+3)
Saving Throws Dexterity +3, Wisdom +4
Skills Insight +4, Perception +7, Stealth +3
Damage Immunities lightning
Senses darkvision 120 ft., blindsight 30 ft.
Languages common, draconic
Challenge 8; Proficiency Bonus +3
Amphibious. The young bronze dragon can breathe air and water.
Multiattack. The young bronze dragon makes three Rend attacks.It can replace one attack with a use of Repulsion Breath.
Rend. Melee Weapon Attack: +8 to hit, reach 10 ft.. Hit: 16 (2d10 + 5) slashing damage.
Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line.
Failure: 49 (9d10) lightning damage.
Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30-foot Cone.
Failure: The target is pushed up to 40 feet straight away from the young bronze dragon and has the Prone condition.
Adult Bronze Dragon
Adult Bronze Dragon
Huge dragon Lawful Good
Armor Class 18; Initiative +10
Hit Points 212 (17d12 + 102)
Speed fly 80 ft., swim 40 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 25 (+7); Dexterity 10 (+0); Constitution 23 (+6); Intelligence 16 (+3); Wisdom 15 (+2); Charisma 20 (+5)
Saving Throws Dexterity +5, Wisdom +7
Skills Insight +7, Perception +12, Stealth +5
Damage Immunities lightning
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 15; Proficiency Bonus +5
Amphibious. The adult bronze dragon can breathe air and water.
Legendary Resistance. 3/day (4/day in lair). If the adult bronze dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The adult bronze dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Weapon Attack: +12 to hit, reach 10 ft.. Hit: 16 (2d8 + 7) slashing plus 5 (1d10) lightning damage.
Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line.
Failure: 55 (10d10) lightning damage.
Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot cone.
Failure: The target is pushed up to 60 feet straight away from the adult bronze dragon and has the Prone condition.
Spellcasting. 1 use per day. The adult bronze dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 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, Thaumaturgy
1/Day Each: Detect Thoughts, Water Breathing
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.
Guiding Bolt. +10 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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.
Thaumaturgy. You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
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 18 Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Water Breathing. This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Guiding Light. The adult bronze dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Guiding Bolt. +10 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Pounce. The adult bronze dragon moves up to half its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the adult bronze dragon can see within 90 feet.
Failure: 10 (3d6) thunder damage, and the target has the Deafened condition until the end of its next turn.
Ancient Bronze Dragon
Ancient Bronze Dragon
Gargantuan dragon Lawful Good
Armor Class 22; Initiative +14
Hit Points 444 (24d20 + 192)
Speed fly 80 ft., swim 40 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 29 (+9); Dexterity 10 (+0); Constitution 27 (+8); Intelligence 18 (+4); Wisdom 17 (+3); Charisma 25 (+7)
Saving Throws Dexterity +7, Wisdom +10
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities lightning
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 22; Proficiency Bonus +7
Amphibious. The ancient bronze dragon can breathe air and water.
Legendary Resistance. 4/day (5/day in lair). If the ancient bronze dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The ancient bronze dragon makes three Rend. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Weapon Attack: +16 to hit, reach 15 ft.. Hit: 18 (2d8 + 9) slashing plus 9 (2d8) lightning damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone.
Failure: The target is pushed up to 60 feet straight away from the ancient bronze dragon and has the Prone condition.
Lightning Breath. Recharge 5-6. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line.
Failure: 82 (15d10) lightning damage.
Success: Half damage.
Spellcasting. 1 use per day. The ancient bronze dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 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, Thaumaturgy
1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing
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.
Guiding Bolt. +14 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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.
Thaumaturgy. You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.
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 22 Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Control Water. Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a DC 22 Strength (Athletics) check against your spell save DC.
Scrying. You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
| | Your Knowledge of the Target Is ... | Save Modifier
| Secondhand (heard of the target) | +5
| Firsthand (met the target) | +0
| Extensive (know the target well) | −5
| | You Have the Target's ... | Save Modifier
| Picture or other likeness | −2
| Garment or other possession | −4
| Body part, lock of hair, or bit of nail | −10
On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.
Water Breathing. This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Guiding Light. The ancient bronze dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Guiding Bolt. +14 to hit, range 120 ft.. Hit: 14 (4d6) radiant damage. You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Pounce. The ancient bronze dragon moves up to half its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the ancient bronze dragon can see within 90 feet.
Failure: 13 (3d8) thunder damage, and the target has the Deafened condition until the end of its next turn.