Copper Dragons

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Copper Dragons

Copper Dragon Wyrmling

Copper Dragon Wyrmling

Medium dragon Chaotic Good

Armor Class 16; Initiative +3

Hit Points 22 (4d8 + 4)

Speed climb 30 ft., fly 60 ft., walk 30 ft.

Strength 15 (+2); Dexterity 12 (+1); Constitution 13 (+1); Intelligence 14 (+2); Wisdom 11 (+0); Charisma 13 (+1)

Saving Throws Dexterity +3, Wisdom +2

Skills Perception +4, Stealth +3

Damage Immunities acid

Senses darkvision 60 ft., blindsight 10 ft.

Languages draconic

Challenge 1; Proficiency Bonus +2

Copper Dragons

Copper Dragon Wyrmling

Rend. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 7 (1d10 + 2) slashing damage.

Acid Breath. Recharge 5-6. Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line.
Failure: 18 (4d8) acid damage.
Success: Half as much damage damage.

Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone.
Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Young Copper Dragon

Young Copper Dragon

Large dragon Chaotic Good

Armor Class 17; Initiative +4

Hit Points 119 (14d10 + 42)

Speed climb 40 ft., fly 80 ft., walk 40 ft.

Strength 19 (+4); Dexterity 12 (+1); Constitution 17 (+3); Intelligence 16 (+3); Wisdom 13 (+1); Charisma 15 (+2)

Saving Throws Dexterity +4, Wisdom +4

Skills Deception +5, Perception +7, Stealth +4

Damage Immunities acid

Senses darkvision 120 ft., blindsight 30 ft.

Languages common, draconic

Challenge 7; Proficiency Bonus +3

Copper Dragons

Multiattack. The young copper dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.

Rend. Melee Weapon Attack: +7 to hit, reach 10 ft.. Hit: 15 (2d10 + 4) slashing damage.

Acid Breath. Recharge 5-6. Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line.
Failure: 40 (9d8) acid damage.
Success: Half as much damage damage.

Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone.
Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Adult Copper Dragon

Adult Copper Dragon

Huge dragon Chaotic Good

Armor Class 18; Initiative +11

Hit Points 184 (16d12 + 80)

Speed climb 40 ft., fly 80 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 23 (+6); Dexterity 12 (+1); Constitution 21 (+5); Intelligence 18 (+4); Wisdom 15 (+2); Charisma 18 (+4)

Saving Throws Dexterity +6, Wisdom +7

Skills Deception +9, Perception +12, Stealth +6

Damage Immunities acid

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 14; Proficiency Bonus +5

Copper Dragons

Legendary Resistance. 3/day (4/day in lair). If the adult copper dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The adult copper dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).

Rend. Melee Weapon Attack: +11 to hit, reach 10 ft.. Hit: 17 (2d10 + 6) slashing plus 4 (1d8) acid damage.

Acid Breath. Recharge 6. Dexterity Saving Throw: DC 18, each creature in a 20-foot-long, 5-foot-wide Line.
Failure: 54 (12d8) acid damage.
Success: Half as much damage damage.

Spellcasting. 1 use per day. The adult copper dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Greater Restoration, Major Image

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful DC 17 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Greater Restoration. You touch a creature and magically remove one of the following effects from it:

  • 1 Exhaustion level
  • The Charmed or Petrified condition
  • A curse, including the target's Attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • Any reduction to the target's Hit Point maximum

Major Image. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful DC 17 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

Giggling Magic. Charisma Saving Throw: DC 17, 1 creature the adult copper dragon can see within 90 feet.
Failure: 24 (7d6) psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test.
Failure or Success: The adult copper dragon can't take this action again until the start of its next turn.

Mind Jolt. The adult copper dragon uses Spellcasting to cast Mind Spike (level 4 version). The adult copper dragon can't take this action again until the start of its next turn.

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Pounce. The adult copper dragon moves up to half its Speed, and it makes one Rend attack.

Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone.
Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Ancient Copper Dragon

Ancient Copper Dragon

Gargantuan dragon Chaotic Good

Armor Class 21; Initiative +15

Hit Points 367 (21d20 + 147)

Speed climb 40 ft., fly 80 ft., walk 40 ft.

3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.

Strength 27 (+8); Dexterity 12 (+1); Constitution 25 (+7); Intelligence 20 (+5); Wisdom 17 (+3); Charisma 22 (+6)

Saving Throws Dexterity +8, Wisdom +10

Skills Deception +13, Perception +17, Stealth +8

Damage Immunities acid

Senses darkvision 120 ft., blindsight 60 ft.

Languages common, draconic

Challenge 21; Proficiency Bonus +7

Copper Dragons

Legendary Resistance. 4/day (5/day in lair). If the ancient copper dragon fails a saving throw, it can choose to succeed instead.

Multiattack. The ancient copper dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).

Rend. Melee Weapon Attack: +15 to hit, reach 15 ft.. Hit: 19 (2d10 + 8) slashing plus 9 (2d8) acid damage.

Acid Breath. Recharge 6. Dexterity Saving Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line.
Failure: 63 (14d8) acid damage.
Success: Half as much damage damage.

Spellcasting. 1 use per day. The ancient copper dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Greater Restoration, Major Image, Project Image

Detect Magic. For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful DC 21 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Shapechange. You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.
When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.

Greater Restoration. You touch a creature and magically remove one of the following effects from it:

  • 1 Exhaustion level
  • The Charmed or Petrified condition
  • A curse, including the target's Attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • Any reduction to the target's Hit Point maximum

Major Image. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful DC 21 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

Project Image. You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful DC 21 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Giggling Magic. Charisma Saving Throw: DC 21, 1 creature the ancient copper dragon can see within 120 feet.
Failure: 31 (9d6) psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test.
Failure or Success: The ancient copper dragon can't take this action again until the start of its next turn.

Mind Jolt. The ancient copper dragon uses Spellcasting to cast Mind Spike (level 5 version). The ancient copper dragon can't take this action again until the start of its next turn.

Mind Spike. You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Pounce. The ancient copper dragon moves up to half its Speed, and it makes one Rend attack.

Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone.
Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.