Dragon, Metallic, Brass, Ancient
Consummate conversationalists, brass dragons prefer to talk instead of fight. Brass dragons lair near humanoid settlements, where they can hear the most recent news and gossip.
- HP
- 297 (22d12+154)
- AC
- 38, touch 8, flat-footed 38 (+30 natural, -2 size)
- Speed
- 60 ft., burrow 30 ft., fly 200 ft. (poor)
- Init
- +4
- Melee
- bite +31 (2d8+16), 2 claws +31 (2d6+11), 2 wings +29 (1d8+5), tail slap +29 (2d6+16)
- BAB
- +22
- CMB
- +35
- CMD
- 45 (49 vs. trip)
- Fort
- +20
- Ref
- +13
- Will
- +18
- DR
- 15/magic
- SR
- 27
breath weapon (100-ft. line, DC 28, 20d4 fire)
crush
desert wind
sandstorm
sleep breath
move sand
Alertness, Flyby Attack, Greater Spell Focus (enchant), Hover, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Quicken Spell, Spell Focus (enchant), Vital Strike
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.</p><p class="stat-block-2">A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.</p>
<p class="stat-block-1"> Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
Bluff +30, Diplomacy +30, Fly +17, Heal +30, Knowledge (local, history) +30, Linguistics +30, Perception +34, Sense Motive +34, Spellcraft +30, Survival +30
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Spell Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Quicken Spell (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Spell Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Winds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Endure Elements (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Animals (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Power Word Blind (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Forceful Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Contact Other Plane (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dominate Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mirage Arcana (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prying Eyes (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Confusion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimensional Anchor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Locate Creature (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Displacement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heroism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alter Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Thoughts (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Locate Object (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Resist Energy (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Protection From Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shield (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Arcane Mark (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dancing Lights (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Message (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prestidigitation (Spell)House/Core — covered by the site's Section 15.
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