Dragon, Brass Mature Adult (CR 14)
AC: 29 (-2 size, +21 natural), touch 8, flat-footed 29
Hit Dice: 22d12+110 (253 hp); DR: 10/magic
Fort +18, Ref +13, Will +16
Speed: 60 ft., fly 200 ft. (poor), burrow 30 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +22; Grapple +38
Attack: 1 Bite +28, 2 claws +23, 2 wings +23, 1 Tail Slap +23, 1 crush +23 melee; Breath +28 ranged
Damage: 1 bite 2d8+8, 2 claws 2d6+4, 2 wings 1d8+4, 1 tail slap 2d6+12, 1 crush 2d8+12, Breath weapon 7d6 (26)
Special Attacks/Actions: Breath weapon, fear (DC 21), SR 20
Abilities: Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Special Qualities: Suggestion, Fire subtype, speak with animals, Endure elements, CL 9, Can also cast cleric spells and those from the Chaos and Knowledge Domains as arcane spells
Feats: #Feats: 8
Skills: Skill points: 72
Advancement: 23-24 HD (Huge)
Climate/Terrain: Temperate and warm desert, plains, and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard
Breath Weapon (Su): A brass dragon has two types of breath weapon, a line of fire (7d6 damage Reflex save for half damage DC 26) or a cone of sleep. Creatures within the cone must succeed at a Will save (DC 26) or fall asleep, regardless of HD, for 1d6 rounds plus 7 rounds. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have fewer HD than the dragon (22).
A potentially affected creature that succeeds at a Will save (DC 24) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other dragons.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.