Gargantuan Dragon (Metallic), Lawful Good
- AC
- 22
- Initiative
- +14 (24)
- HP
- 444 (24d20+192)
- Speed
- 40 ft., Fly 80 ft., Swim 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 29 | +9 | +9 |
| DEX | 10 | +0 | +7 |
| CON | 27 | +8 | +8 |
| INT | 18 | +4 | +4 |
| WIS | 17 | +3 | +10 |
| CHA | 25 | +7 | +7 |
Traits
Amphibious. The dragon can breathe air and water.
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) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +16, reach 15 ft. Hit: 18 (2d8+9) Slashing damage plus 9 (2d8) Lightning damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy
1/Day Each: Detect Thoughts, Control Water, Scrying, Water Breathing
Legendary Actions
Ancient Bronze Dragon can take 3 Legendary Actions per round, regaining all uses at the start of its turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8) Thunder damage, and the target has the Deafened condition until the end of its next turn.
How to run Ancient Bronze Dragon
A bronze dragon flying on the party's side is what happens when someone has spent a campaign earning it. Bronzes are coast-keepers, oath-witnesses, judges of unjust kings. They show up because a sworn debt has come due or because the party is moving against something the dragon already wanted dead. Make the why explicit before the dragon arrives, because the bronze will say it out loud either way.
In combat the bronze opens with intelligence. Detect Thoughts (1/Day) at the start of the encounter to identify the leader and the deceiver, then a Guiding Bolt at level 2 to mark that creature for the party's strikers. Once melee is joined, Lightning Breath in a 120-foot line carves the field; place it so the party isn't in the cone, since they will not appreciate 82 lightning damage from their ally. Repulsion Breath is the rescue tool: when a PC is being grappled or surrounded, the bronze can shove the threats 60 feet away and prone them.
The bronze does not take orders. It coordinates. If a player tries to dictate targets, the dragon hears them out and then does what justice requires. It will refuse to kill prisoners, refuse to torch a town to flush out a foe, and refuse to keep fighting after the agreed objective is complete. Control Water (1/Day) is on the table for non-combat: flooding a fortress, parting a river, calming a storm at sea. Save Scrying for the next session prep, where the dragon promises to look in on a missing NPC.
Have the dragon swear something specific before it leaves. A sentence the party can call back on later, when they need help again and need to remind it what was promised.
A hostile bronze dragon does not start with claws out. Bronzes are Lawful Good metallics who interrogate before they execute, so the encounter usually opens with a conversation: a wrong answer, a false oath, a relic the party shouldn't be carrying. Run the first scene at parley distance and let the party choose whether they're really doing this. Once the dragon decides they are, the gloves come off and the encounter shifts to a CR 22 air-superiority kill box.
Open from above. The bronze has 80 ft. of fly speed, 444 HP, and Lightning Breath in a 120-foot line at DC 23 Dex for 82 average damage. Lead with the breath the moment the party is bunched, then drop into Multiattack range for three Rend at +16 (27 each, 81 on a full hit). Multiattack lets you replace one Rend with Repulsion Breath, which is your get-off-me button: DC 23 Strength or every melee in a 30-foot cone gets shoved 60 feet and dropped Prone. Use it the round a paladin closes with Smites prepared.
Legendary actions tighten the loop. Pounce gives a free move plus a Rend on someone else's turn, which keeps the dragon repositioning between breath weapon recharges. Thunderclap is a 20-foot sphere centered anywhere within 120 feet at DC 22 Con: 13 thunder and Deafened. Drop it on whichever cluster is healing back up. Save Legendary Resistance (4/Day, 5/Day in Lair) for the spells that would actually end the fight, like Banishment or Hold Monster, and don't burn one on a Frightened save.
The bronze is Lawful Good, so it offers terms when Bloodied if the party hasn't done something unforgivable. Have it land on a stone outcrop, fold its wings, and ask one question. If the answer is right, the fight ends. If it's wrong, the dragon lifts off and finishes the job. Players remember dragons that gave them an out more than dragons that just hit them.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.