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Brass Dragon, Juvenile

A crest of horns sweeps back from the head of this dragon, leading to a long neck and serpentine brass body.

Brass Dragon, Juvenile CR 8

XP 4,800
CG Medium dragon (fire)
Init +6; Senses blindsense 60 ft., dragon senses; Perception +19

DEFENSE

AC 24, touch 12, flatfooted 22 (+2 Dex, +12 natural)
hp 105 (10d12+40)
Fort +11, Ref +9, Will +9;
Immune fire, paralysis, sleep;
Weaknesses Vulnerability to cold

OFFENSE

Speed 60 ft., burrow 30 ft., fly 150 ft. (average);
Melee bite +15 (1d8+7), 2 claws +15 (1d6+5), 2 wings +10 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60-ft. line, DC 19, 8d4 fire), desert wind, sleep breath
Spell-Like Abilities (CL 10th; concentration +12)

At will—endure elements, speak with animals

Sorcerer Spells Known (CL 3rd, concentration +5)

1st (6/day)—charm person (DC 14), comprehend languages, shield
0 (at will)—arcane mark, dancing lights, detect magic, mage hand, message

STATISTICS

Str 21, Dex 14, Con 19, Int 14, Wis 15, Cha 14
Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
Feats Alertness, Flyby Attack, Hover, Improved Initiative, Spell Focus (Enchantment)
Skills Bluff +15, Diplomacy +15, Fly +15, Heal +15, Linguistics +15, Perception +19, Sense Motive +19, Spellcraft +15
Languages Common, Draconic, and 11 others
SQ Move Sand

SPECIAL ABILITIES

Desert Wind (Su)

A juvenile or older brass dragon can call up the desert wind to serve him. This functions as gust of wind, but any creature in its path must make a Fortitude save (DC 19) or be blinded for 1d4 rounds by the sand.

Move Sand (Su)

A young or older brass dragon can move sand to excavate ruins or hide treasures. This functions as move earth, but it only affects sand. The dragon uses his HD in place of his caster level for this effect. This is equivalent to a 5th-level spell.

Sleep Breath (Su)

Instead of a line of fire, a brass dragon can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6+4 rounds.


Ecology

Environment warm deserts
Organization solitary
Treasure triple