Dragon, Brass Adult (CR 11)
AC: 27 (-1 size, +18 natural), touch 9, flat-footed 27
Hit Dice: 19d12+76 (199 hp); DR: 5/magic
Fort +15, Ref +11, Will +13
Speed: 60 ft., fly 200 ft. (poor), burrow 30 ft.
Space: 10 ft./5 ft. (10 ft. with bite)
Base Attack +19; Grapple +29
Attack: 1 Bite +24, 2 claws +19, 2 wings +19, 1 Tail Slap +19, 1 crush +19 melee; Breath +24 ranged
Damage: 1 bite 2d6+6, 2 claws 1d8+3, 2 wings 1d6+3, 1 tail slap 1d8+9, +9, Breath weapon 6d6 (23)
Special Attacks/Actions: Breath weapon, fear (DC 19), SR 18
Abilities: Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Special Qualities: Suggestion, Fire subtype, speak with animals, Endure elements, CL 7, Can also cast cleric spells and those from the Chaos and Knowledge Domains as arcane spells
Feats: #Feats: 7
Skills: Skill points: 44
Advancement: 20-21 HD (Large)
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 (6d6 damage Reflex save for half damage DC 23) or a cone of sleep. Creatures within the cone must succeed at a Will save (DC 23) or fall asleep, regardless of HD, for 1d6 rounds plus 6 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 180 feet are subject to the effect if they have fewer HD than the dragon (19).
A potentially affected creature that succeeds at a Will save (DC 21) 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.