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aliases:
- Ancient Brass Dragon
created: 2026-03-09T12:15:33.801-04:00
modified: 2026-03-09T12:15:33.801-04:00
published: 2026-03-09T12:15:33.801-04:00
tags: - ttrpg-cli/compendium/src/5e/mm
- ttrpg-cli/monster/cr/20
- ttrpg-cli/monster/environment/desert
- ttrpg-cli/monster/size/gargantuan
- ttrpg-cli/monster/type/dragon
cssclasses: - json5e-monster
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Ancient Brass Dragon
Source: Monster Manual p. 104. Available in the SRD

The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.
A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.
Boldly Talkative
A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked.
A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.
Prized Treasures
Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.
Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard.
A Brass Dragon’s Lair
A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Metallic Dragons
Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.
Noble Curiosity
Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard.
A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.
Solitary Shapeshifters
At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.
Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.
The Persistence of Memory
Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before.
King of Good Dragons
The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.
Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.
Dragons
True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
| Category | Size | Age Range |
|---|---|---|
| Wyrmling | Medium | 5 years or less |
| Young | Large | 6–100 years |
| Adult | Huge | 101–800 years |
| Ancient | Gargantuan | 801 years or more |
| ^dragon-age-categories |
Statblock
title: Ancient Brass Dragon

*Gargantuan dragon, Chaotic Good*
- **Armor Class** 20 (natural armor)
- **Hit Points** 297 (`17d20 + 119`)
- **Speed** 40 ft., burrow 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|10 (+0)|25 (+7)|16 (+3)|15 (+2)|19 (+4)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +6, Constitution +13, Wisdom +8, Charisma +10
- **Skills** [History](Mechanics/CLI/rules/skills.md#History) +9, [Perception](Mechanics/CLI/rules/skills.md#Perception) +14, [Persuasion](Mechanics/CLI/rules/skills.md#Persuasion) +10, [Stealth](Mechanics/CLI/rules/skills.md#Stealth) +6
- **Senses** [blindsight](Mechanics/CLI/rules/senses.md#Blindsight) 60 ft., [darkvision](Mechanics/CLI/rules/senses.md#Darkvision) 120 ft., passive Perception 24
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 20
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***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:* `+14` to hit, reach 15 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage.
***Claw.*** *Melee Weapon Attack:* `+14` to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* `+14` to hit, reach 20 ft., one target. *Hit:* 17 (`2d8 + 8`) 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 18 Wisdom saving throw or become [frightened](Mechanics/CLI/rules/conditions.md#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:
- **Fire Breath.** The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (`16d6`) fire damage on a failed save, or half as much damage on a successful one.
- **Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall [unconscious](Mechanics/CLI/rules/conditions.md#Unconscious) for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
***Detect.*** The dragon makes a Wisdom ([Perception](Mechanics/CLI/rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](Mechanics/CLI/rules/conditions.md#Prone). The dragon can then fly up to half its flying speed.
## Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- 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](Mechanics/CLI/rules/conditions.md#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.
- 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 it must succeed on a DC 15 Constitution saving throw or be [blinded](Mechanics/CLI/rules/conditions.md#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.
**Additional Lair Actions.** At your discretion, a legendary ([adult](Mechanics/CLI/bestiary/dragon/adult-brass-dragon.md) or [ancient](Mechanics/CLI/bestiary/dragon/ancient-brass-dragon.md)) brass dragon can use one or more of the following additional lair actions while in its lair:
- **Animate Statues.** The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (`3d6`) bludgeoning damage on a hit.
- **Blast of Wind.** A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked [prone](Mechanics/CLI/rules/conditions.md#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. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon [prone](Mechanics/CLI/rules/conditions.md#Prone).
- **Obscuring Sand.** Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.
## Regional Effects
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:
- Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile 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](Mechanics/CLI/rules/skills.md#Investigation)) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
If the dragon dies, the tracks fade in `1d10` days, but the other effects fade immediately.
**Additional Regional Effects.** Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Cloud Companion.** A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of "extreme heat" (see the "Dungeon Master's Guide").
- **Talkative Denizens.** Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively. Environment
desert