Large Dragon (Metallic), Lawful Good
- AC
- 17
- Initiative
- +3 (13)
- HP
- 142 (15d10+60)
- Speed
- 40 ft., Fly 80 ft., Swim 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 10 | +0 | +3 |
| CON | 19 | +4 | +4 |
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +4 |
| CHA | 17 | +3 | +3 |
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
Rend. Melee Attack Roll: +8, reach 10 ft. Hit: 16 (2d10+5) Slashing damage.
Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 49 (9d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: The target is pushed up to 40 feet straight away from the dragon and has the Prone condition.
How to run Young Bronze Dragon
A young bronze dragon on the party's side is a coastal-justice scene. Bronze dragons are Lawful Good, amphibious, and territorial about their stretch of shoreline; they help mortals when mortals are doing the right thing in waters the dragon considers its own. Run the alliance as a temporary partnership for one specific objective: stop the slaver ship, drive off the kraken cult, recover the artifact from the drowned tower. The dragon does not stay past the objective. CR 8, 142 HP, AC 17, Insight +4, and Common plus Draconic, so it negotiates clearly and listens carefully.
Make the deal in plain language at the table. The dragon agrees to one mission. In return it asks for honesty, not gold; bronze dragons fish their own coastline and don't want the party's coin. They want the party not to lie about what happens here. A paladin in the group makes this easy. A rogue with a hidden agenda makes it the entire arc.
In combat the dragon plays as flying artillery. Lightning Breath is a 60 ft. line, 5 ft. wide, DC 15 Dex save, 49 lightning on fail (half on save), Recharge 5 to 6. Open with it on the largest enemy formation: a deck of pirates, a ship's mast, a clustered group of cultists. Multiattack is three Rend (+8, reach 10 ft., 16 slashing each) with the option to swap one Rend for Repulsion Breath, a 30 ft. cone DC 15 Strength save that pushes targets up to 40 feet straight away and knocks them prone. The push is the trick. Use it to clear boarders off the party's deck, knock enemies off a cliff, or scatter a melee mob so the party's spellcasters get one safe round. The dragon's 80 ft. fly speed and 40 ft. swim mean no battlefield is too big.
When the mission is complete, the dragon leaves at sunset. It returns to its lair, files the favor away, and remembers the party as honest dealers or as people who lied to it. Both have consequences in later sessions.
Have the dragon ask one PC, in private, what they think justice means in this town. Then act on the answer.
A hostile young bronze dragon is a setup-driven encounter. Bronze dragons are Lawful Good, so the fight only happens because the party has done something the dragon judges harmful: smuggled cursed cargo through its waters, killed a ward of its lair, served a tyrant the dragon has sworn to oppose. Sell the misunderstanding for a scene before initiative. The dragon will demand the party stand down and explain. If they fight, the dragon fights with regret but without hesitation.
Open with Lightning Breath if recharge allows. 60 ft. line, 5 ft. wide, DC 15 Dex save, 49 lightning on fail (24 on save). One pass through a ship's deck or a marching column drops most of the squishy ranks. After the breath, the dragon climbs to 80 ft. of fly and stays out of melee unless the party brings something with reach. Multiattack is three Rend at +8 for 16 each, and one Rend can be swapped for Repulsion Breath: a 30 ft. cone, DC 15 Strength save, 40 ft. push and prone. Use Repulsion Breath when the fighter and paladin both close in; knock both of them backward and down, then take off again.
Repulsion Breath plus 80 ft. fly speed plus the 40 ft. swim makes this dragon impossible to pin on land. If the fight is going badly, it dives into the nearest large body of water (the dragon is amphibious and breathes water) and breaks off the engagement entirely. It does not die over a misunderstanding it could resolve later. The party will see it again, on its terms.
Bronze dragons accept surrender. If the party drops weapons mid-fight and offers to make things right, the dragon lands and listens. Lawful Good means it can be persuaded by Insight +4 read of sincerity, and it will name the restitution it wants before letting them leave.
Have the dragon say "I gave you a chance" in Common, plainly, before the breath weapon. The line should sting more than the damage.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.