TRAIT: Legendary Resistance (3/Day) Sleep Breath: The dragon exhales sleep gas in
a 90-foot cone. Each creature in that area must
20 Ancient Brass Dragon If the dragon fails a saving throw, it can choose to succeed instead. succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends CR SIZE: gargantuan ACTION: Multiattack for a creature if the creature takes damage or ALIGNMENT: chaotic good The dragon can use its Frightful Presence. It then someone uses an action to wake it. TYPE: dragon makes three attacks: one with its bite and two with ACTION: Change Shape its claws. The dragon magically polymorphs into a humanoid +8 SAVES: Dex +6, Con +13, Wis +8, ACTION: Bite or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its Cha +10 STR Melee Weapon Attack: +14 to hit, reach 15 ft., one true form if it dies. Any equipment it is wearing or SKILLS: History +9, Perception +14, target. Hit: 19 (2d10 + 8) piercing damage. carrying is absorbed or borne by the new form (the Persuasion +10, Stealth +6 dragon's choice). IMMUNITIES: fire ACTION: Claw In a new form, the dragon retains its alignment, +0 SENSES: blindsight 60 ft., darkvision 120 ft. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and DEX PASSIVE PERCEPTION: 24 Intelligence, Wisdom, and Charisma scores, as ACTION: Tail LANGUAGES: Common, Draconic well as this action. Its statistics and capabilities Melee Weapon Attack: +14 to hit, reach 20 ft., one are otherwise replaced by those of the new form, target. Hit: 17 (2d8 + 8) bludgeoning damage. except any class features or legendary actions of +7 ACTION: Frightful Presence that form. Each creature of the dragon's choice that is LEGENDARY ACTIONS CON within 120 feet of the dragon and aware of it must The dragon can take 3 legendary actions, succeed on a DC 18 Wisdom saving throw or choosing from the options below. Only one become frightened for 1 minute. A creature can legendary action option can be used at a time and only at the end of another creature’s turn. The +3 repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon regains spent legendary actions at the start of its turn. INT creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's LEGENDARY: Detect Frightful Presence for the next 24 hours. The dragon makes a Wisdom (Perception) check. 40 ft., burrow 40 ft., LEGENDARY: Tail Attack +2 fly 80 ft. ACTION: Breath Weapons (Recharge 5-6) The dragon uses one of the following breath The dragon makes a tail attack. WIS SPEED weapons: LEGENDARY: Wing Attack (Costs 2 Actions) Fire Breath: The dragon exhales fire in an 90-foot The dragon beats its wings. Each creature within line that is 10 feet wide. Each creature in that line 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) must make a DC 21 Dexterity saving throw, taking +4 297 20 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 25,000