Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
± 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 90'
Climb/Arboreal:
Flight:
± 240' (AA:II)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Copper Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Copper Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +10
Wisdom: +7
Constitution: +8
Attributes
Strength: 23
Dexterity: 12
Constitution: 21
Intelligence: 18
Wisdon: 15
Charisma: 17
Skills
deception: +8
perception: +12
stealth: +6
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 22
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 17):
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)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 17):
Greater Restoration
Major Image
Immunities
Damage Immunities
acid
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Giggling Magic
cha 17, one creature the dragon can see within 90 feet. 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. The dragon can't take this action again until the start of its next turn.
Legendary Action
Mind Jolt
The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Acid Breath {@recharge 5}
dex 18, each creature in an 60-foot-long, 5-foot-wide Line [Area of Effect]|Line. 54 (12d8) Acid damage. Half damage.
Action
Slowing Breath
con 18, each creature in a 60-foot Cone [Area of Effect]|Cone. 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.
Action
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 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.
Action
Breath Weapons {@recharge 5}
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 18 Dexterity saving throw, taking 54 (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 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 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.
Offense
Bite
Circumstance: Melee
11 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage.
Offense
Rend
Circumstance: Melee
11, reach 10 ft. (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Offense
Tail
Circumstance: Melee
11 to hit, reach 15 ft., one target. (2d8 + 6) bludgeoning damage.
Languages
Common
Draconic
Environments
hill
Adult copper dragons use their influence to better the world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw on their family of contacts to offer support, right wrongs, and rebuild stronger than before.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Copper Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Copper Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Copper Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +8
Consitution: +14
Wisdom: +10
Constitution: +11
Attributes
Strength: 27
Dexterity: 12
Constitution: 25
Intelligence: 20
Wisdon: 17
Charisma: 19
Skills
deception: +11
perception: +17
stealth: +8
Senses
blindsight 60 ft.
darkvision 120 ft.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Passive Perception: 27
Spellcasting
Frequency:
At Will
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21):
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)
Spellcasting
Frequency:
Daily
Attribute: cha
The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save 21):
Greater Restoration
Major Image
Project Image
Immunities
Damage Immunities
acid
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Giggling Magic
cha 21, one creature the dragon can see within 120 feet. 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. The dragon can't take this action again until the start of its next turn.
Legendary Action
Mind Jolt
The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Acid Breath {@recharge 5}
dex 22, each creature in an 90-foot-long, 10-foot-wide Line [Area of Effect]|Line. 63 (14d8) Acid damage. Half damage.
Action
Slowing Breath
con 22, each creature in a 90-foot Cone [Area of Effect]|Cone. 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.
Action
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 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.
Action
Breath Weapons {@recharge 5}
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 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath: The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a 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 with a successful save.
Action
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 action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Offense
Bite
Circumstance: Melee
15 to hit, reach 15 ft., one target. (2d10 + 8) piercing damage.
Offense
Rend
Circumstance: Melee
15, reach 15 ft. (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.
Offense
Claw
Circumstance: Melee
15 to hit, reach 10 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
15 to hit, reach 20 ft., one target. (2d8 + 8) bludgeoning damage.
Languages
Common
Draconic
Environments
hill
Ancient copper dragons use warmth and reliability to effect change over time. They open their cozy lairs to their friends as havens of learning and laughter for the young and those in need. These dragons watch for and oppose future threats while fostering sanctuaries of simple goodness.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Copper Dragon)
Actions/Abilities/Traits: D&D 5e (Copper Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Copper Dragon Wyrmling)
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +3
Wisdom: +2
Constitution: +3
Attributes
Strength: 15
Dexterity: 12
Constitution: 13
Intelligence: 14
Wisdon: 11
Charisma: 13
Skills
perception: +4
stealth: +3
Senses
blindsight 10 ft.
darkvision 60 ft.
Passive Perception: 14
Immunities
Damage Immunities
acid
Action
Acid Breath {@recharge 5}
dex 11, each creature in a 20-foot-long, 5-foot-wide Line [Area of Effect]|Line. 18 (4d8) Acid damage. Half damage.
Action
Breath Weapons {@recharge 5}
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 11 Dexterity saving throw, taking 18 (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 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.
Action
Slowing Breath
con 11, each creature in a 15-foot Cone [Area of Effect]|Cone. 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.
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage.
Offense
Rend
Circumstance: Melee
4, reach 5 ft. (1d10 + 2) Slashing damage.
Languages
Draconic
Environments
hill
Copper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life.
5e Tools
Actions/Abilities/Traits: D&D 5e (Copper Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Copper Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Copper Greatwyrm)
Saving Throws
Saving Throw Bonuses
Dexterity: +11
Consitution: +17
Intelligence: +13
Wisdom: +14
Constitution: +18
Attributes
Strength: 30
Dexterity: 16
Constitution: 29
Intelligence: 21
Wisdon: 22
Charisma: 30
Skills
insight: +14
perception: +22
persuasion: +18
Senses
truesight 120 ft.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Passive Perception: 32
Trait
Metallic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Immunities
Condition Immunities
charmed
frightened
poisoned
Immunities
Damage Immunities
acid
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm uses one of the following breath weapons:
Elemental Breath: The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a 25 Dexterity saving throw, taking 84 (13d12) acid damage on a failed save, or half as much damage on a successful one.
Sapping Breath: The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Action
Change Shape
The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Copper Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Copper Dragon)
Actions/Abilities/Traits: D&D 5e (Young Copper Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +6
Wisdom: +4
Constitution: +5
Attributes
Strength: 19
Dexterity: 12
Constitution: 17
Intelligence: 16
Wisdon: 13
Charisma: 15
Skills
deception: +5
perception: +7
stealth: +4
Senses
blindsight 30 ft.
darkvision 120 ft.
Passive Perception: 17
Immunities
Damage Immunities
acid
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Acid Breath {@recharge 5}
dex 14, each creature in a 40-foot-long, 5-foot-wide Line [Area of Effect]|Line. 40 (9d8) Acid damage. Half damage.
Action
Breath Weapons {@recharge 5}
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 14 Dexterity saving throw, taking 40 (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 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.
Action
Slowing Breath
con 14, each creature in a 30-foot Cone [Area of Effect]|Cone. 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.
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d10 + 4) piercing damage.
Offense
Rend
Circumstance: Melee
7, reach 10 ft. (2d10 + 4) Slashing damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Languages
Common
Draconic
Environments
hill
Young copper dragons forge strong connections with a community or group of friends while flitting from one artistic fixation to the next.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Copper Dragon)
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Treasure: Treasure: (For a typical individual) 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000 gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%)
Special
Breath Weapon - Acid
A blast of acid, like a black dragon's breath, that does damage equal to the dragon's hit points (but a save vs dragon breath halves this amount).
Special
Breath Weapon - Slowing Gas
A cloud of slowing gas (20-ft×30-ft×30-ft) which requires all subjects to save vs breath weapon or be slowed (as the spell) for 6 minutes.
Special
Breath Weapons
The dragon may use breath weapons up to three times per day.
Special
Speech
45% chance to speak.
Special
Spellcasting
40% chance to cast magic. Gains spells as if it were a magic user of a level equal to its age category.
Special
Sleep
40% chance to be found asleep. If asleep, 1 in 6 chance to awaken in the presence of adventurers. May feign sleep.
Defense
Special Defenses
Circumstance: Combat
See below
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/3d6+2
Offense
Special Attacks
Circumstance: Combat
See below
Environments
Frequency:
Uncommon to rare
any
Large dragon that lives in climates similar to blue dragons
Copper dragons live in a similar climate to blue dragons.
Copper dragons often (45%) are known to speak, and sometimes (40%) cast magic, but sometimes (40%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a copper dragon can cast spells, it gains spells as if it were a magic user of a level equal to its age category.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 1e (Adult Copper Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Adult Copper Dragon)
Aura: frightful presence (180 ft., DC 21)
Actions/Abilities/Traits: Pathfinder 1e (Adult Copper Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Copper Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient Copper Dragon)
Aura: frightful presence (300 ft., DC 27), slow
Actions/Abilities/Traits: Pathfinder 1e (Ancient Copper Dragon)
Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.
5e SRD
Large dragon that lives in climates similar to blue dragons
Copper dragons live in a similar climate to blue dragons.
Copper dragons often (45%) are known to speak, and sometimes (40%) cast magic, but sometimes (40%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a copper dragon can cast spells, it gains spells as if it were a magic user of a level equal to its age category.
OSRIC