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Adult Brass Dragon token

Adult Brass Dragon

2014

Enorme dragão, caótico e bom


Classe de Armadura 18

Pontos de Vida 172 ()

Velocidade 40 ft., escavação 40 ft., voo 80 ft.

Iniciativa


STR
23
DEX
10
CON
21
INT
14
WIS
13
CHA
17

Testes de Resistência Des +5, Con +10, Sab +6, Car +8

Perícias História +7, Percepção +11, Persuasão +8, Furtividade +5

Imunidades a Dano fogo

Sentidos visão cega 60 ft., visão no escuro 120 ft., Percepção passiva 21

Idiomas Common, Draconic

Nível de Desafio 13 (10,000 XP)


Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Ações

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: , reach 10 ft., one target. piercing damage.

Claw. Melee Weapon Attack: , reach 5 ft., one target. slashing damage.

Tail. Melee Weapon Attack: , reach 15 ft., one target. bludgeoning damage.

Frightful Presence. 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.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. - 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 fire damage on a failed save, or half as much damage on a successful one. - 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.


Ações Lendárias

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Ações de Covil

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

Sand Geyser. 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.

Sinkhole. 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 the cloud 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.


Efeitos Regionais

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: If the dragon dies, the dust devils disappear immediately, and the illusions fade over days. Other effects fade over months.

Dust Devils. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).

Food Spoilage. Food and water within 1 mile of the dragon's lair magically spoil within 1 hour of being prepared unless the dragon or its allies wish otherwise.

Mirages. Images of Large or larger creatures haunt the desert sands within 6 miles 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.

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