Free interactive D&D 5e SRD stat block

Young Bronze Dragon

Large Dragon, CR 8, AC 17, 142 HP. Lawful Good.

Large Dragon (Metallic), Lawful Good

AC
17
Initiative
+3 (13)
HP
142 (15d10+60)
Speed
40 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
STR 21 +5 +5
DEX 10 +0 +3
CON 19 +4 +4
INT 14 +2 +2
WIS 13 +1 +4
CHA 17 +3 +3
Skills
Insight +4 , Perception +7 , Stealth +3
Immunities
Lightning
Senses
Blindsight 30 ft.; Darkvision 120 ft.; Passive Perception 17
Languages
Common, Draconic
CR
8 (XP 3,900; PB +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.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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