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Copper Dragon

Encompassed species

Adult Copper Dragon CR: 14

Huge dragon , chaotic good
Armor Class: 18 (natural armor)
Hit Points: 184 (16d12+80) 16d12+80
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

23 +6

DEX

12 +1

CON

21 +5

INT

18 +4

WIS

15 +2

CHA

17 +3

Saving Throws: Dex +6 1d20+6 , Con +10 1d20+10 , Wis +7 1d20+7 , Cha +8 1d20+8
Skills: Deception +8 1d20+8 , Perception +12 1d20+12 , Stealth +6 1d20+6
Damage Immunities: acid
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages: Common, Draconic
Challenge Rating: 14

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 1d20+11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) 2d10+6 piercing damage.   Claw. Melee Weapon Attack: +11 1d20+11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) 2d6+6 slashing damage.   Tail. Melee Weapon Attack: +11 1d20+11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) 2d8+6 bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Breath Weapons (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons.

  • Acid Breath. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) 12d8 acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action in its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 13 (2d6+6) 2d6+6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the Spike Growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. the ground in that area turns into 3-foot-deep mud. Each creature own the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sinks into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

Copper dragons dwell in dry uplands and on hilltops where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

Regional Effects

The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the ragon, but can't divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing
If the dragon dies, the magic carvings fade over the course of 1d10 1d10 days. The other effects end immediately.

Ancient Copper Dragon CR: 21

Gargantuan dragon , chaotic good
Armor Class: 21 (natural armor)
Hit Points: 350 (20d20+140) 20d20+140
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

27 +8

DEX

12 +1

CON

25 +7

INT

20 +5

WIS

17 +3

CHA

19 +4

Saving Throws: Dex +8 1d20+8 , Con +14 1d20+14 , Wis +10 1d20+10 , Cha +11 1d20+11
Skills: Deception +11 1d20+11 , Perception +17 1d20+17 , Stealth +8 1d20+8
Damage Immunities: acid
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages: Common, Draconic
Challenge Rating: 21

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +15 1d20+15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) 2d10+8 piercing damage.   Claw. Melee Weapon Attack: +15 1d20+15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) 2d6+8 slashing damage.   Tail. Melee Weapon Attack: +15 1d20+15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) 2d8+8 bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Breath Weapons (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons.

  • Acid Breath. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) 14d8 acid damage on a failed save, or half as much damageon a successful one.
  • Slowing Breath. The dragon exhales acid in an 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. on a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and charisma scores, as well as this this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) 2d6+8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the Spike Growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
  • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. the ground in that area turns into 3-foot-deep mud. Each creature own the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sinks into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

Copper dragons dwell in dry uplands and on hilltops where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

Regional Effects

The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the ragon, but can't divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing
If the dragon dies, the magic carvings fade over the course of 1d10 1d10 days. The other effects end immediately.

Copper Dragon Wyrmling CR: 1

Medium dragon , lawful good
Armor Class: 16 (natural armor)
Hit Points: 22 (4d8+4) 4d8+4
Speed: 30 ft , fly: 60 ft , climb: 30 ft

STR

15 +2

DEX

12 +1

CON

13 +1

INT

14 +2

WIS

11 +0

CHA

13 +1

Saving Throws: Dex +3 1d20+3 , Con +3 1d20+3 , Wis +2 1d20+2 , Cha +3 1d20+3
Skills: Perception +4 1d20+4 , Stealth +3 1d20+3
Damage Immunities: acid
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages: Draconic
Challenge Rating: 1

Actions

Bite. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) 1d10+2 piercing damage.    Breath Weapons (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons: 

  • Acid Breath. The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) 4d8 acid damage on a failed save, or half as much damage on a successful one. 
  • Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. on a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. 

Young Copper Dragon CR: 7

Large dragon , chaotic good
Armor Class: 17 (natural armor)
Hit Points: 119 (14d10+42) 14d10+42
Speed: 40 ft , fly: 80 ft , climb: 40 ft

STR

19 +4

DEX

12 +1

CON

17 +3

INT

16 +3

WIS

13 +1

CHA

15 +2

Saving Throws: Dex +4 1d20+4 , Con +6 1d20+6 , Wis +4 1d20+4 , Cha +5 1d20+5
Skills: Deception +5 1d20+5 , Perception +7 1d20+7 , Stealth +4 1d20+4
Damage Immunities: acid
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages: Common, Draconic
Challenge Rating: 7

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 1d20+7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) 2d10+4 piercing damage.   Claw. Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) 2d6+4 slashing damage.   Breath Weapons (Recharge 5-6) 1d6 . The dragon uses one of the following breath weapons.

  • Acid Breath. The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) 9d8 acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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