Ancient Brass Dragon · CR 20
Type: Dragon · Size: Gargantuan · Grade: Mythic (capacity 50,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Ancient Brass Draconic Blood | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | – | Necrotic, Poison |
| Ancient Brass Draconic Heart | Creature Part, Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Ancient Incendiary Gland | Elemental (Fire), Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Ancient Sleepbreath Sac | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Cold, Force, Piercing | – |
| Frontal Lobe | Psychotropic, Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Poison | Psychic |
| Skull | Bone, Trophy | Mythic | 50,000 | Medicine or Survival 25 | heavy · 1 | Bludgeoning, Force, Thunder | – |
| Teeth | Trophy | Mythic | 50,000 | Medicine or Survival 25 | medium · 1 | Bludgeoning, Force, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Mythic), DC 30.
- Heatproof Hide – from Fire
- Ossicle Bones – from Blindsight
- Night Eyes – from Darkvision
- Excavators – from Burrow
- Aerial Locomotion Structure – from Flight (wings)
Part descriptions
Ancient Brass Draconic Blood
Rusty-orange dragon blood with a faint arcane spark in it.
Use: can replace the magic ink for copying spells into a spellbook – it covers up to 100 gp of ink.
Good for: scrolls (excellent fit).
Ancient Brass Draconic Heart
A burnt-orange, leathery dragon heart with a dim glow – said to hold the dragon’s pride and might.
Use: eat it (action) and make a DC 15 Wisdom save. Success – you can’t be frightened for 24 hours.
Good for: items that cause or resist fear, and dragon-themed items (excellent fit).
Ancient Incendiary Gland
A throat gland with a hot, glowing spot at its core; it brews the fluid behind a dragon’s breath.
Use: swallow it (action) and make a DC 15 Constitution save. Failure – you take 3d6 fire damage. Success – you breathe fire in a 45-foot line, 5 feet wide; each creature there makes a DC 15 Dexterity save, taking 7d6 fire damage on a failure or half on a success.
Good for: breath and fire items.
Ancient Sleepbreath Sac
A sac from beside a dragon’s lungs, full of hazy, pale-violet sleeping gas.
Use: throw it and it bursts into a 30-foot-radius cloud that seeps through gaps and around corners. Each creature in it makes a DC 20 Constitution save or falls unconscious for 10 minutes, until it takes damage or someone spends an action to wake it.
Good for: items with a sleep effect or the sleep spell (excellent fit).
Statblock
Ancient Brass Dragon – SRD 5.2
Gargantuan Dragon, Chaotic Good
AC 20 · HP 332 (19d20 + 133) · Speed 40 ft., Burrow 40 ft., Fly 80 ft.
Score Save Score Save STR 27 (+8) +8 INT 16 (+3) +3 DEX 10 (+0) +6 WIS 15 (+2) +8 CON 25 (+7) +7 CHA 22 (+6) +6 Skills History +9, Perception +14, Persuasion +12, Stealth +6
Immunities Fire
Senses Darkvision 120 ft., Blindsight 60 ft.; Passive Perception 24
Languages Common, Draconic
CR 20 (XP 25,000, or 33,000 in lair; PB +6)
Traits
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-footwide Line. Failure: 58 (13d8) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 21, each creature in a 90-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20): At will: Detect Magic, Minor Illusion, Scorching Ray, Shapechange, Speak with Animals · 1/Day each: Control Weather, Detect Thoughts
Legendary Actions
Blazing Light. The dragon uses Spellcasting to cast Scorching Ray (level 3 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Scorching Sands. Dexterity Saving Throw: DC 20, one creature the dragon can see within 120 feet. Failure: 36 (8d8) Fire damage, and the target’s Speed is halved until the end of its next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 146); SRD 5.1 (size) – part descriptions rewritten in our own words.