33 minute read

Sample Bronze Dragons

magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st—command, divine favor, magic missile, protection from evil, shield; 2nd—cat’s grace, enthrall, fog cloud, pyrotechnics, Tasha’s hideous laughter; 3rd—clairaudience/clairvoyance, cure serious wounds, haste, protection from energy; 4th—bestow curse, confusion, freedom of movement, good hope; 5th—greater command, hold monster, mirage arcana, telekinesis; 6th—animate objects, Bigby’s forceful hand, heal; 7th—insanity, prismatic spray, spell turning; 8th—maze, symbol of insanity.

Fellithysaar Great Wyrm Brass Dragon

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As old as his desert home, Fellithysaar speaks with the wisdom of ages in his low, rumbling voice. Unlike Conjazmynabryte, he gladly shares his thoughts with anyone who will listen, hoping thereby to make the world better for his having been in it. Scarred from literally hundreds of past battles, Fellithysaar knows his end is near, and meets every possible threat wondering, “Will this be my doom at last?” An aura of resigned melancholy surrounds him, yet his endless stories are full of heroism, virtue, and hope. He has an acute appreciation of tragedy, and loves tales of valiant self-sacrifice and painful struggles against overwhelming odds.

Fellithysaar: Male great wyrm brass dragon; CR 23; Gargantuan dragon (fire); HD 37d12+296, hp 536; Init +0; Spd 60 ft., burrow 30 ft., fly 250 ft. (poor); AC 42, touch 6, flatfooted 42; Base Atk +46; Grp +62; Atk +46 melee (4d6+13, bite); Full Atk +46 melee (4d6+13, bite), +41 melee (2d8+6, 2 claws), +41 melee (2d6+6, 2 wings), +41 melee (2d8+19, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon, crush, frightful presence, spell-like abilities, spells; SQ blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., endure elements, immunity to fire, magic sleep effects, and paralysis, low-light vision, spell resistance 30, summon djinni, vulnerability to cold; AL CG; SV Fort +28, Ref +20, Will +31; Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 20.

Skills and Feats: Bluff +45, Concentration +32, Diplomacy +49, Gather Information +25, Hide –1, Intimidate +27, Knowledge (arcana) +27, Knowledge (geography) +21, Knowledge (local) +23, Knowledge (nature) +25, Listen +45, Search +45, Sense Motive +45, Spellcraft +27, Spot +45; Adroit Flyby Attack, Blind-Fight, Empower Spell, Epic Will, Flyby Attack, Heighten Breath, Hover, Improved Maneuverability, Iron Will, Power Attack, Recover Breath, Shape Breath, Suppress Weakness.

Breath Weapon (Su): 120-ft. line (60-ft. cone if shaped), 12d6 fire, Reflex DC 36 half (or higher if heightened); or 60ft. cone (120-ft. line if shaped), sleep 1d6+12 rounds, Will DC 36 negates (or higher if heightened).

Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+19 points of bludgeoning damage, and must succeed on a DC 36 Reflex save or be pinned.

Endure Elements (Sp): 3/day—as endure elements, but 120ft. radius. Caster level 19th.

Frightful Presence (Ex): 360-ft. radius, HD 36 or fewer, Will DC 33 negates.

Spell-Like Abilities: At will—speak with animals; 1/day—control weather, control winds,suggestion. Caster level 19th; save DC 15 + spell level.

Spells: As 19th-level sorcerer.

Summon Djinni (Sp): 1/day—as summon monster VII, but summons 1 djinni; 19th-level caster.

Tail Sweep (Ex): Half-circle30 ft. in diameter, Small or smaller opponents take 2d6+19 points of bludgeoning damage, Reflex DC 36 half.

Sorcerer Spells Known (6/8/7/7/7/7/6/6/6/4; save DC 15 + spell level): 0—cure minor wounds, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st—command, divine favor, magic missile, protection from evil, shield; 2nd—cat’s grace, enthrall, fog cloud, pyrotechnics, Tasha’s hideous laughter; 3rd—clairaudience/clairvoyance, cure serious wounds, haste, protection from energy; 4th—bestow curse, confusion, freedom of movement, good hope; 5th—greater command, hold monster, mirage arcana, telekinesis; 6th—animate objects, Bigby’s forceful hand, heal; 7th—insanity, prismatic spray, spell turning; 8th—mass charm monster, maze, symbol of death; 9th—foresight, time stop.

Listed below are twelve sample bronze dragons, one of each age category. The descriptions include basic personality and encounter notes that the DM will want to flesh out for his campaign, along with a set of statistics that make the dragon ready to play.

Water Breathing (Ex): All bronze dragons can breathe underwater indefinitely and can freely use their breath weapons, spells, and other abilities underwater.

Skills: A bronze dragon can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The dragon can always can choose to take 10 on a Swim check, even if distracted or endangered. The dragon can use the run action while swimming, provided it swims in a straight line.

Immersa Wyrmling Bronze Dragon

Immersa is as playful as a dolphin and curious as a cat. She seldom sits still. Immersa loves animals, and makes frequent use of her speak with animals ability. She has befriended almost every creature that swims, flies, or crawls along her section of rocky seacoast. She finds humanoid fishers and hunters somewhat distasteful. While she would never deny a being sustenance or a means of making a livelihood, she remains alert for signs of over harvesting, killing for sport, or cruelty. From time to time, Immersa aids shipwrecked sailors, helping them to shore and sending them inland toward civilization. This gives her a good reputation among the local sailors even if the hunters and fishers don’t care for her much.

Immersa: Female wyrmling bronze dragon; CR 3; Small dragon (water); HD 6d12+6; hp 45; Init +4; Spd 40 ft., fly 100 ft. (average), swim 60 ft.; AC 16, touch 11, flat-footed 16; Base Atk +8; Grp +3; Atk +8 melee (1d6+1, bite); Full Atk +8 melee (1d6+1, bite), +3 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities; SQ blindsense 60 ft., darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, water breathing; AL LG; SV Fort +6, Ref +5, Will +7; Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14.

Skills and Feats: Diplomacy +13, Hide +6, Knowledge (nature) +8, Listen +11, Search +10, Sense Motive +11, Spot +11, Swim +18, Survival +11; Combat Expertise, Improved Initiative, Power Attack.

Breath Weapon (Su): 40-ft. line, 2d6 electricity, Reflex DC 14 half; or 20-ft. cone, repulsion 1d6+1 rounds, Will DC 14 negates.

Spell-Like Abilities: At will—speak with animals. Caster level 1st.

Eyruaad Very Young Bronze Dragon

Older bronze dragons shake their heads and write him off as another youthful idealist, but Eyruaad sees himself as something more like a paladin. While other bronzes may be content to let evil dragons make their lairs nearby and hatch who knows what evil plans, Eyruaad believes in taking the fight right to evil’s front door. He does not tolerate any evil creature’s presence anywhere near his (rather small) territory, especially evil dragons. He uses a wide network of animals and humanoids to keep him informed of attacks by evil creatures, and personally investigates each such report in order to protect the innocents in his care. His major failing is an eagerness to do battle, with little regard for his actual chance of success. So far, his luck has not failed him, but it might not be long before Eyruaad needs protection himself.

Eyruaad: Male very young bronze dragon; CR 5; Medium dragon (water); HD 9d12+18; hp 76; Init +0; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 18, touch 10, flat-footed 18; Base Atk +11; Grp +11; Atk +11 melee (1d8+2, bite); Full Atk +11 melee (1d8+2, bite), +9 melee (1d6+1, 2 claws), +9 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities; SQ blindsense 60 ft., darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, water breathing; AL LG; SV Fort +8, Ref +6, Will +8; Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14.

Skills and Feats: Bluff +8, Diplomacy +16, Intimidate +14, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Listen +14, Move Silently +3, Search +12, Sense Motive +12, Spot +14, Swim +19; Alertness, Hover, Multiattack, Power Attack.

Breath Weapon (Su): 60-ft. line, 4d6 electricity, Reflex DC 16 half; or 30-ft. cone, repulsion 1d6+2 rounds, Will DC 16 negates.

Spell-Like Abilities: At will—speak with animals. Caster level 2nd. Louteah Young Bronze Dragon

Though she would never admit it or accept anyone saying it of her, Louteah is a coward. All bluster, she puts on a good show, and is quite capable of sending weaker enemies—or gullible ones—fleeing in fear. However, when she can’t avert a fight through intimidation, frightful presence, or repulsion gas, she tends to fly away, usually with a comment such as, “You’re not a worthy challenge!” She saves her belligerence for evil creatures, of course, and is quite kind among friends and like-minded allies—as long as no one calls her bravery into question.

Louteah: Female young bronze dragon; CR 7; Medium dragon (water); HD 12d12+24; hp 102; Init +0; Spd 40 ft., fly 150 ft. (average), swim 60 ft.; AC 21, touch 10, flat-footed 21; Base Atk +15; Grp +15; Atk +15 melee (1d8+3, bite); Full Atk +15 melee (1d8+3, bite), +10 melee (1d6+1, 2 claws), +10 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA breath weapon, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, water breathing; AL LG; SV Fort +10, Ref +8, Will +11; Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16.

Skills and Feats: Bluff +9, Concentration +16, Diplomacy +21, Disguise +15, Intimidate +19, Knowledge (local) +9, Listen +17, Search +17, Sense Motive +17, Spellcraft +6, Spot +17, Swim +17; Awaken Frightful Presence, Combat Expertise, Improved Maneuverability, Power Attack, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 3rd-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 60-ft. line, 6d6 electricity, Reflex DC 18 half; or 30-ft. cone, repulsion 1d6+3 rounds, Will DC 18 negates.

Frightful Presence (Ex): 60-ft. radius, HD 11 or fewer, Will DC 19 negates.

Spell-Like Abilities: At will—speak with animals. Caster level 3rd.

Spells: As 1st-level sorcerer.

Sorcerer Spells Known (5/4; save DC 13 + spell level): 0—detect magic, ghost sound, read magic, resistance; 1st—shield of faith, shocking grasp.

Plantagonox Juvenile Bronze Dragon

Plantagonox is a spy. When evil forces threaten the human kingdom near his lair, he uses a combination of his alternate form ability and his Disguise skill to infiltrate their ranks, learn their plans, and bring about their undoing.

The nature of his work makes him somewhat grim and rather morbid. He has a wry sense of humor few others

can appreciate, focusing largely on the various forms of death and dismemberment he has been forced to witness and, often, only narrowly escaped himself. He never tries to paint himself as a hero, however, and actually avoids any direct conversation about his missions. Having spent so much time undercover, living a lie, he finds it almost impossible to trust anybody. As a result, though he is as gregarious as most bronze dragons, he is extremely private and avoids revealing anything about himself that might give an enemy an advantage.

Plantagonox: Juvenile male bronze dragon; CR 9; Large dragon (water); HD 15d12+45, hp 142; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 23, touch 9, flat-footed 23; Base Atk +18; Grp +23; Atk +18 melee (2d6+4, bite); Full Atk +18 melee (2d6+4, bite), +16 melee (1d8+2, 2 claws), +16 melee (1d6+2, 2 wings), +16 melee (1d8+6, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, water breathing; AL LG; SV Fort +12, Ref +9, Will +13; Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18.

Skills and Feats: Appraise +6, Bluff +9, Concentration +20, Diplomacy +25, Disguise +21, Hide –2, Intimidate +11, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (nature) +9, Listen +21, Search +21, Sense Motive +21, Spellcraft +14, Spot +21, Swim +16, Survival +9; Improved Initiative, Multiattack, Recover Breath, Shape Breath, Weapon Focus (claw), Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 4th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 60-ft. line (30-ft. cone if shaped), 8d6 electricity, Reflex DC 20 half; or 40-ft. cone (80-ft. line if shaped), repulsion 1d6+4 rounds, Will DC 20 negates.

Spell-Like Abilities: At will—speak with animals. Caster level 4th.

Spells: As 3rd-level sorcerer.

Sorcerer Spells Known (6/6; save DC 14 + spell level): 0—dancing lights, detect magic, mage hand, ray of frost, read magic; 1st—animate rope, magic missile, shield.

Cybilenemarea Young Adult Bronze Dragon

Cybilenemarea has dedicated her life to fighting the widespread piracy near her home. In human form (or occasionally a different humanoid form), she hires herself out as a sailor on merchant ships, touting her “minor spellcasting ability” as a selling point if necessary. She has spent so much time in this guise that she is actually quite a competent sailor. Being on ships has brought her into contact with dozens of pirate vessels—including some that hired her without initially revealing their true mission—and allowed her to protect her fellow sailors while bringing quite a number of pirate captains to justice. She is something of a local legend, though she tries not to reveal her own true nature even in the midst of a pirate attack. She never takes the same human form twice, using Disguise to alter her appearance beyond what even alternate form allows, in order to avoid attracting unwanted attention— positive or negative.

Cybilenemarea: Female young adult bronze dragon; CR 12; Large dragon (water); HD 18d12+72, hp 189; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 26, touch 9, flat-footed 26; Base Atk +23; Grp +28; Atk +23 melee (2d6+6, bite); Full Atk +23 melee (2d6+6, bite), +18 melee (1d8+3, 2 claws), +18 melee (1d6+3, 2 wings), +18 melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon, frightful presence, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 20, water breathing; AL LG; SV Fort +15, Ref +11, Will +15; Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18.

Skills and Feats: Bluff +11, Concentration +23, Craft (ropemaking) +6, Diplomacy +27, Disguise +23, Hide –2, Intimidate +14, Knowledge (arcana) +14, Knowledge (local) +10, Listen +23, Profession (sailor) +6, Search +23, Sense Motive +23, Spellcraft +15, Spot +23, Swim +23, Use Rope +2; Flyby Attack, Heighten Breath, Improved Initiative, Power Attack, Recover Breath, Shape Breath, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 5th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 80-ft. line (40-ft. cone if shaped), 10d6 electricity, Reflex DC 23 half (or higher if heightened); or 40-ft. cone (80-ft. line if shaped), repulsion 1d6+5 rounds, Will DC 23 negates (or higher if heightened).

Frightful Presence (Ex): 150-ft. radius, HD 17 or fewer, Will DC 23 negates.

Spell-Like Abilities: At will—speak with animals. Caster level 5th.

Spells: As 5th-level sorcerer.

Sorcerer Spells Known (6/7/5; save DC 14 + spell level): 0—dancing lights, detect magic, mage hand, mending, ray of frost, read magic; 1st—burning hands, divine favor, shield, true strike; 2nd—mirror image, summon swarm.

Kepsektokiversvex Adult Bronze Dragon

Kepsektokiversvex is often mistaken for a ranger, since he spends much of his time in human form stalking the wild coastlands near his lair, hunting sahuagin. The humans of

the area call him Darkblade and regard him with a mixture of gratitude, awe, and fear. The nearby elves, likely suspecting more of his true nature, call him Aisveraen, which translates as “Noble Eyes.” Among humans, Kepsektokiversvex tends to be gruff and taciturn, but he opens up and laughs freely in elven company. In battle with sahuagin, he is relentless, deadly, and absolutely silent, for his hatred of those foul creatures is all-consuming.

Kepsektokiversvex: Male adult bronze dragon; CR 15; Huge dragon (water); HD 21d12+105, hp 241; Init +0; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 28, touch 8, flatfooted 28; Base Atk +27; Grp +37; Atk +27 melee (2d8+8, bite); Full Atk +27 melee (2d8+8, bite), +25 melee (2d6+4, 2 claws), +25 melee (1d8+4, 2 wings), +25 melee (2d6+12, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, crush, frightful presence, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, damage reduction 5/magic, spell resistance 22, water breathing; AL LG; SV Fort +17, Ref +12, Will +17; Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20.

Skills and Feats: Balance +4, Bluff +14, Concentration +26, Diplomacy +30, Disguise +23, Escape Artist +6, Hide –4, Intimidate +15, Knowledge (arcana) +15, Knowledge (history) +13, Knowledge (nature) +11, Listen +26, Search +26, Sense Motive +26, Spellcraft +17, Spot +26, Swim +34, Survival +22; Flyby Attack, Heighten Breath, Multiattack, Recover Breath, Shape Breath, Spreading Breath, Track, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 7th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 100-ft. line (50-ft. cone if shaped, 25-ft. spread if spreading), 12d6 electricity, Reflex DC 25 half (or higher if heightened); or 50-ft. cone (100-ft. line if shaped, 25-ft. spread if spreading), repulsion 1d6+6 rounds, Will DC 25 negates (or higher if heightened).

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+12 points of bludgeoning damage, and must succeed on a DC 25 Reflex save or be pinned.

Frightful Presence (Ex): 180-ft. radius, HD 20 or fewer, Will DC 25 negates.

Spell-Like Abilities: At will—speak with animals; 3/day—create food and water, fog cloud. Caster level 7th.

Spells: As 7th-level sorcerer.

Sorcerer Spells Known (6/8/7/5; save DC 15 + spell level): 0—dancing lights, detect magic, mage hand, mending, prestidigitation, ray of frost, read magic; 1st—alarm, burning hands, magic missile, shield, shield of faith; 2nd—cat’s grace, cure moderate wounds, darkness; 3rd—haste, keenness. Hezjinglahjonan Mature Adult Bronze Dragon

Hezjinglahjonan is an eccentric. Her seaside lair is filled with items better described as knick-knacks than treasure, though she defends them as vociferously as any dragon guards its hoard. She wanders the beach near her lair, often in human form, collecting odd-shaped pieces of driftwood, interesting shells, and flotsam from the shipwrecks that are all too common along that stretch of coast. If she happens to see a ship foundering off shore, she immediately swims out (in her natural form) to rescue as many sailors as she can, bringing them to shore and abandoning them there. Humans who interact with her in dragon form tend to come away with the impression of a doddering old woman, but she chooses young, attractive, and frequently male alternate forms.

Hezjinglahjonan: Female mature adult bronze dragon; CR 17; Huge dragon (water); HD 24d12+120, hp 276; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 31, touch 8, flatfooted 31; Base Atk +31; Grp +41; Atk +31 melee (2d8+9, bite); Full Atk +31 melee (2d8+9, bite), +26 melee (2d6+4, 2 claws), +26 melee (1d8+4, 2 wings), +26 melee (2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, crush, frightful presence, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 23, water breathing; AL LG; SV Fort +19, Ref +14, Will +19; Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20.

Skills and Feats: Bluff +31, Concentration +15, Diplomacy +19, Disguise +31, Hide –3, Intimidate +19, Knowledge (geography) +15, Knowledge (nature) +13, Knowledge (religion) +14, Listen +31, Search +31, Sense Motive +31, Spellcraft +18, Spot +31, Swim +39, Survival +29; Adroit Flyby Attack, Clinging Breath, Flyby Attack, Heighten Breath, Improved Initiative, Lingering Breath, Power Attack, Shape Breath, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 9th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 100-ft. line (50-ft. cone if shaped), 14d6 electricity, Reflex DC 27 half (or higher if heightened); or 50-ft. cone (100-ft. line if shaped), repulsion 1d6+7 rounds, Will DC 27 negates (or higher if heightened).

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+13 points of bludgeoning damage, and must succeed on a DC 27 Reflex save or be pinned.

Frightful Presence (Ex): 210-ft. radius, HD 23 or fewer, Will DC 27 negates.

Spell-Like Abilities: At will—speak with animals; 3/day—create food and water, fog cloud. Caster level 9th.

Spells: As 9th-level sorcerer.

Sorcerer Spells Known (6/8/7/7/5; save DC 15 + spell level): 0—dancing lights, detect magic, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st—alarm, cure light wounds, divine favor, magic missile, shield; 2nd—cat’s grace, darkness, detect thoughts, spiritual weapon; 3rd—haste, nondetection, suggestion; 4th—good hope, wall of ice.

Kepesksippiolosnin Old Bronze Dragon

Kepesksippiolosnin considers himself a connoisseur of beauty. He does not tolerate simple gold coins in his hoard—he much prefers platinum for its shine, but accepts gold if the coins are artistically minted or extremely old. He is far more interested in objects of art than in coins anyway, and particularly admires masterwork musical instruments and items of sculpted glass. His lair is an abandoned human temple—large and spacious, with grand columns, high ceilings, and fine sculpture. He delights in quality music, but has no tolerance for second-rate bards (he will not listen to a Perform check result less than 20). He often invites bards who manage to impress him (with a check result of 30 or better) to entertain him further by playing one of his many magic instruments.

Kepesksippiolosnin: Maleold bronze dragon; CR 19; Huge dragon (water); HD 27d12+162, hp 337; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 34, touch 8, flatfooted 34; Base Atk +35; Grp +45; Atk +35 melee (2d8+10, bite); Full Atk +35 melee (2d8+10, bite), +33 melee (2d6+5, 2 claws), +33 melee (1d8+5, 2 wings), +33 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, crush, frightful presence, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., damage reduction 10/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 25, water breathing; AL LG; SV Fort +21, Ref +15, Will +21; Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22.

Skills and Feats: Bluff +34, Concentration +19, Diplomacy +38, Disguise +32, Hide –2, Intimidate +22, Knowledge (arcana) +24, Knowledge (geography) +22, Knowledge (nature) +16, Knowledge (the planes) +20, Listen +34, Profession (scribe) +10, Search +34, Sense Motive +34, Spellcraft +22, Spot +34, Swim +28, Survival +28; Blind-Fight, Dire Charge, Empower Spell, Flyby Attack, Heighten Breath, Improved Initiative, Multiattack, Power Attack, Recover Breath, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 11th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 100-ft. line, 16d6 electricity, Reflex DC 29 half (or higher if heightened); or 50-ft. cone, repulsion 1d6+8 rounds, Will DC 29 negates (or higher if heightened).

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+15 points of bludgeoning damage, and must succeed on a DC 29 Reflex save or be pinned.

Frightful Presence (Ex): 240-ft. radius, HD 26 or fewer, Will DC 29 negates.

Spell-Like Abilities: At will—speak with animals; 3/day—create food and water, detect thoughts, fog cloud. Caster level 11th; save DC 16 + spell level.

Spells: As 11th-level sorcerer.

Water Breathing (Ex): Can breathe underwater indefinitely and can freely use breath weapon, spells, and other abilities underwater.

Sorcerer Spells Known (6/8/8/7/7/5; save DC 16 + spell level): 0—dancing lights, detect magic, guidance, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st—alarm, comprehend languages, divine favor, magic missile, shield; 2nd—cat’s grace, cure moderate wounds, darkness, sound burst, summon swarm; 3rd—dispel magic, gust of wind, sleet storm, suggestion; 4th—confusion, ice storm, polymorph; 5th— cloudkill, telekinesis.

Ofkrysantemiselni Very Old Bronze Dragon

The self-appointed guardian of the wharves in a major coastal metropolis, Ofkrysantemiselni spends most of her time in the form of an old dwarf with a knack for carpentry.

While not a shipwright, she makes cabinetry, rudders, oars, chests, and other wooden objects used on ships, as well as building and repairing docks. This pastime keeps her aware of activity in the dockside area, and she has made herself the nemesis of a criminal organization running a protection racket there. She is a fascinating conversation partner, knowledgeable about many subjects and stunningly intelligent, while possessing an unusual amount of humility and graciousness for a dragon.

Ofkrysantemiselni: Female very old bronze dragon; CR 20; Huge dragon (water); HD 30d12+180, hp 375; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 37, touch 8, flatfooted 37; Base Atk +39; Grp +49; Atk +39 melee (2d8+11, bite); Full Atk +39 melee (2d8+11, bite), +34 melee (2d6+5, 2 claws), +34 melee (1d8+5, 2 wings), +34 melee (2d6+16, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon, crush, frightful presence, snatch, spell-like abilities, spells; SQ alternate form, blindsense 60 ft., damage reduction 15/magic,darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 26, water breathing; AL LG; SV Fort +23, Ref +17, Will +23; Str 33, Dex 10, Con 23, Int 22, Wis 23, Cha 22.

Skills and Feats: Bluff +22, Concentration +24, Craft (carpentry) +11, Diplomacy +42, Disguise +34, Hide +1, Intimidate +28, Knowledge (arcana) +24, Knowledge (history) +15, Knowledge (local) +20, Knowledge (nature) +11, Knowledge (religion) +13, Listen +36, Search +35, Sense Motive +38, Spellcraft +23, Spot +38, Swim +39, Survival +34; Adroit Flyby Attack, Combat Expertise, Dire Charge, Empower Spell, Flyby Attack, Heighten Breath, Improved Initiative, Power Attack, Shape Breath, Snatch, Wingover.

main entry main entry (coral reef) (coral reef) direction of slow-moving direction of slow-moving lava flow into ocean lava flow into ocean

Overland View Overland View

Oblique View (showing entry and chambers)

subterranean entry tunnel subterranean entry tunnel

main entry main entry (coral reef) (coral reef) coral reef protecting island beach coral reef protecting island beach

upper chamber upper chamber (1000 ft. elevation) (1000 ft. elevation)

first chamber first chamber (within volcano) (within volcano)

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 13th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 100-ft. line (50-ft. cone if shaped), 18d6 electricity, Reflex DC 31 half (or higher if heightened); or 50-ft. cone (100-ft. line if shaped), repulsion 1d6+9 rounds, Will DC 31 negates (or higher if heightened).

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+16 points of bludgeoning damage, and must succeed on a DC 31 Reflex save or be pinned.

Frightful Presence (Ex): 270-ft. radius, HD 29 or fewer, Will DC 31 negates.

Snatch (Ex): Against Small or smaller creatures, bite for 2d8+11/round or claw for 2d6+5/round.

Spell-Like Abilities: At will—speak with animals; 3/day—create food and water, detect thoughts, fog cloud. Caster level 13th; save DC 16 + spell level.

Spells: As 13th-level sorcerer.

Sorcerer Spells Known (6/8/8/7/7/7/5; save DC 16 + spell level): 0—arcane mark, dancing lights, detect magic, guidance, mage hand, mending, prestidigitation, ray of frost, read magic; 1st—alarm, burning hands, magic missile, shield, shield of faith; 2nd—cat’s grace, cure moderate wounds, darkness, locate object, summon swarm; 3rd—dispel magic, haste, searing light, suggestion; 4th—charm monster, greater invisibility, solid fog, tongues; 5th—cone of cold, fabricate, wall of force; 6th— acid fog, heal.

Aujigweybermanoth Ancient Bronze Dragon

Aujigweybermanoth lives near a small fishing village, and spends a great deal of time in the form of a wizened old fisherman, mending nets and sharing stories with the folk of the village. Unlike many dragons, he makes no attempt to conceal his true nature; he simply takes human form because it is easier for the humans to talk with him that way.

The villagers think of Aujigweybermanoth as their protector and champion, and even attribute the abundance of fish in their waters to his care, which is one thing he has nothing to do with. He laughs frequently, shares long sagas and anecdotes readily, and loves “his people” deeply.

Aujigweybermanoth: Male ancient bronze dragon; CR 22; Gargantuan dragon (water); HD 33d12+231, hp 445; Init +0; Spd 40 ft., fly 200 ft. (poor), swim 60 ft.; AC 38, touch 6, flat-footed 38; Base Atk +41; Grp +57; Atk +41 melee (4d6+12, bite); Full Atk +41 melee (4d6+12, bite), +39 melee (2d8+6, 2 claws), +39 melee (2d6+6, 2 wings), +39 melee (2d8+18, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon, crush, frightful presence, improved snatch, spell-like abilities, spells, tail sweep; SQ alternate form, blindsense 60 ft., damage reduction 15/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 28, water breathing; AL LG; SV Fort +25, Ref +18, Will +25; Str 35, Dex 10, Con 25, Int 24, Wis 25, Cha 24.

Skills and Feats: Bluff +43, Concentration +28, Craft (netmaking) +10, Diplomacy +31, Disguise +29, Hide –2, Intimidate +33, Knowledge (arcana) +33, Knowledge (geography) +21, Knowledge (local) +32, Knowledge (nature) +27, Knowledge (the planes) +19, Knowledge (religion) +22, Listen +43, Profession (fisher) +11, Search +43, Sense Motive +43, Spot +43, Swim +42, Survival +39; Awaken Frightful Presence, Combat Reflexes, Flyby Attack, Heighten Breath, Improved Maneuverability, Improved Snatch, Multiattack, Power Attack, Recover Breath, Shape Breath, Snatch, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 15th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 120-ft. line (60-ft. cone if shaped), 20d6 electricity, Reflex DC 33 half (or higher if heightened); or 60-ft. cone (120-ft. line if shaped), repulsion 1d6+10 rounds, Will DC 33 negates (or higher if heightened).

Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+18 points of bludgeoning damage, and must succeed on a DC 33 Reflex save or be pinned.

Frightful Presence (Ex): 450-ft. radius, HD 32 or fewer, Will DC 35 negates.

Improved Snatch (Ex): Against Large or smaller creatures, bite for 4d6+12/round or claw for 2d8+6/round.

Spell-Like Abilities: At will—speak with animals; 3/day—control water,create food and water, detect thoughts, fog cloud. Caster level 15th; save DC 15 + spell level.

Spells: As 15th-level sorcerer.

Tail Sweep (Ex): Half-circle30 ft. in diameter, Small or smaller opponents take 2d6+18 points of bludgeoning damage, Reflex DC 31 half.

Sorcerer Spells Known (6/8/8/8/7/7/7/5; save DC 17 + spell level): 0—arcane mark, dancing lights, detect magic, guidance, mage hand, mending, prestidigitation, ray of frost, read magic; 1st—alarm, burning hands, divine favor, magic missile, shield; 2nd—cat’s grace, cure moderate wounds, darkness, locate object, summon swarm; 3rd—dispel magic, haste, searing light, suggestion; 4th—charm monster, divination, greater invisibility, solid fog; 5th—cone of cold, feeblemind, flame strike, hold monster; 6th—acid fog, greater dispelling, heal; 7th—dictum, delayed blast fireball.

Saluraropicrusa Wyrm Bronze Dragon

In her youth, Saluraropicrusa was much like Ofkrysantemiselni—a skilled carpenter and sailor who lived in a city, worked her trades, and protected the humans in her care. With her increasing age and magical power, however, she has been drawn more and more into the study and

practice of the arcane arts. A human wizard in the city where she lived shared some of his theoretical explorations of magical principles with her, and she was hooked—she studied with him until he died, then carried on her studies of arcana and spellcraft for decades more. She travels widely now, visiting libraries, universities, and renowned sages and scholars of magic in order to increase her knowledge. Like all bronze dragons, she hates chaos and evil, but her greatest hatred is reserved for those who, as she puts it, pervert magic to the service of evil—particularly necromancers and evil conjurers.

Saluraropicrusa: Female wyrm bronze dragon; CR 23; Gargantuan dragon (water); HD 36d12+288, hp 522; Init +0; Spd 40 ft., fly 200 ft. (poor), swim 60 ft.; AC 41, touch 6, flatfooted 41; Base Atk +45; Grp +61; Atk +45 melee (4d6+13, bite); Full Atk +45 melee (4d6+13, bite), +40 melee (2d8+6, 2 claws), +40 melee (2d6+6, 2 wings), +40 melee (2d8+19, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon, crush, frightful presence, improved snatch, snatch, spell-like abilities, spells, tail sweep; SQ alternate form, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 29, water breathing; AL LG; SV Fort +28, Ref +20, Will +32; Str 37, Dex 10, Con 27, Int 26, Wis 27, Cha 26.

Skills and Feats: Balance +6, Bluff +47, Climb +18, Concentration +32, Craft (carpentry) +12, Diplomacy +51, Disguise +40, Hide +3, Intimidate +26, Knowledge (arcana) +34, Knowledge (geography) +24, Knowledge (local) +32, Knowledge (nature) +26, Listen +47, Profession (sailor) +13, Search +43, Sense Motive +47, Spellcraft +27, Spot +44, Survival +40, Swim +45, Use Rope +7; Blind-Fight, Empower Spell, Epic Will, Flyby Attack, Heighten Breath, Heighten Spell, Improved Snatch, Improved Maneuverability, Power Attack, Shape Breath, Snatch, Tail Constrict, Wingover.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself by a 17th-level sorcerer, except that the dragon does not regain hit points for changing form and can only assume the form of a humanoid. The dragon can remain in its humanoid from until it chooses to assume a new one or return to its natural form.

Breath Weapon (Su): 120-ft. line (60-ft. cone if shaped), 22d6 electricity, Reflex DC 36 half (or higher if heightened); or 60-ft. cone (120-ft. line if shaped), repulsion 1d6+11 rounds, Will DC 36 negates (or higher if heightened).

Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+19 points of bludgeoning damage, and must succeed on a DC 36 Reflex save or be pinned.

Frightful Presence (Ex): 330-ft. radius, HD 35 or fewer, Will DC 36 negates.

Improved Snatch (Ex): Against Large or smaller creatures, bite for 4d6+13/round or claw for 2d8+6/round.

Spell-Like Abilities: At will—speak with animals; 3/day—control water,create food and water, detect thoughts, fog cloud. Caster level 17th; save DC 18 + spell level. Spells: As 17th-level sorcerer.

Tail Sweep (Ex): Half-circle30 ft. in diameter, Small or smaller opponents take 2d6+19 points of bludgeoning damage, Reflex DC 36 half.

Sorcerer Spells Known (6/8/8/8/8/7/7/7/5; save DC 18 + spell level): 0—arcane mark, dancing lights, detect magic, guidance, mage hand, mending, prestidigitation, ray of frost, read magic; 1st—alarm, burning hands, magic missile, shield, shield of faith; 2nd—cat’s grace, cure moderate wounds, darkness, locate object, summon swarm; 3rd—dispel magic, haste, searing light, suggestion; 4th—charm monster, divination, greater invisibility, solid fog; 5th—cone of cold, feeblemind, flame strike, hold monster; 6th—acid fog, greater dispel magic, heal; 7th—dictum, Mordenkainen’s sword, spell turning; 8th—mass charm monster, mind blank.

Kielistanilopais Great Wyrm Bronze Dragon

Kielistanilopais has had a full life—many lives, one might say. She has lived extensively among humans, including a lengthy period serving as a cohort and mount to a mighty paladin who only recently died in battle. She has lived in more humble disguise in human villages and towns, hunted evil dragons in coastal forests and mountains, raised three wyrmlings to young adulthood, and sought enlightenment in a solitary undersea retreat. Now, her grief over her epic paladin companion still fresh, she devotes all her energy to hunting the blackguard who caused her loss. She has left her hoard guarded by her three children (now adults), and travels far and wide in search of the villain.

Kielistanilopais: Female great wyrm bronze dragon; CR 25; Gargantuan dragon (water); HD 39d12+312, hp 565; Init +4; Spd 40 ft., fly 200 ft. (poor), swim 60 ft.; AC 44, touch 6, flat-footed 44; Base Atk +49; Grp +65; Atk +49 melee (4d6+14, bite); Full Atk +49 melee (4d6+14, bite), +44 melee (2d8+7, 2 claws), +44 melee (2d6+7, 2 wings), +44 melee (2d8+21, tail slap); Space/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon, crush, frightful presence, snatch, spelllike abilities, spells, tail sweep; SQ alternate form, blindsense 60 ft., damage reduction 20/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 31, water breathing; AL LG; SV Fort +29, Ref +21, Will +33; Str 39, Dex 10, Con 27, Int 26, Wis 27, Cha 26.

Skills and Feats: Bluff +48, Concentration +44, Craft (blacksmithing) +13, Diplomacy +52, Disguise +40, Handle Animal +13, Hide +5, Intimidate +43, Knowledge (arcana) +42, Knowledge (local) +38, Knowledge (nature) +34, Knowledge (the planes) +34, Listen +48, Profession (teamster) +12, Ride +8, Search +48, Sense Motive +50, Spellcraft +29, Survival +44, Swim +42; Empower Spell, Epic Will, Flyby Attack, Heighten Breath, Heighten Spell, Improved Initiative, Improved Maneuverability, Power Attack, Recover Breath, Shape Breath, Snatch, Tempest Breath, Wingover, Wingstorm.

Alternate Form (Su): Can assume any humanoid form of Medium size or smaller as a standard action three times

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