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Copper Dragons

Copper Dragons

Copper Dragon Wyrmling

  • Size: Medium
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 16
  • Initiative: +3 (13)
  • HP: 22 (4d8 + 4)
  • Speed: 30 ft, Climb 30 ft ., Fly 60 ft .
ATTRVALMODSAVE
STR15+2+2
Dex12+1+3
Con13+1+1
INT14+2+2
Wis11+0+2
CHA13+1+1
  • Skills: Perception +4 , Stealth +3
  • Immunities: Acid
  • Senses: Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
  • Languages: Draconic
  • CR: 1 (XP 200; PB +2)

Actions

Rend. Melee Attack Roll: +4 , 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 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

  • Size: Large
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 17
  • Initiative: +4 (14)
  • HP: 119(14d10+42)
  • Speed: 40 ft, Climb 40 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR19+4+4
Dex12+1+4
Con17+3+3
INT16+3+3
Wis13+1+4
CHA15+2+2
  • Skills: Deception +5, Perception +7, Stealth +4
  • Immunities: Acid
  • Senses: Blindsight 30 ft ., Darkvision 120 ft .; Passive Perception 17
  • Languages: Common, Draconic
  • CR: 7 (XP 2,900; PB +3 )

Actions

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

Rend. Melee Attack Roll: +7 , 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 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

  • Size: Huge
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 18
  • Initiative: +11 (21)
  • HP: 184(16d12+80)
  • Speed: 40 ft. , Climb 40 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR23+6+6
Dex12+1+6
Con21+5+5
INT18+4+4
Wis15+2+7
CHA18+4+4
  • Skills: Deception +9 , Perception +12 , Stealth +6
  • Immunities: Acid
  • Senses: Blindsight 60 ft ., Darkvision 120 ft .; Passive Perception 22
  • Languages: Common, Draconic
  • CR: 14 (XP 11,500, or 13,000 in lair; PB +5 )

Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The 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 Attack Roll: +11 , reach 10 ft . Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.

Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in an 60 -foot-long, 5 -foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.

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.

Spellcasting. The 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

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Giggling Magic. Charisma Saving Throw: DC 17, one creature the 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 dragon can't take this action again until the start of its next turn.

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.

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

Ancient Copper Dragon

  • Size: Gargantuan
  • Type: Dragon (Metallic)
  • Alignment: Chaotic Good
  • AC: 21
  • Initiative: +15 (25)
  • HP: 367 (21d20 + 147)
  • Speed: 40 ft, Climb 40 ft ., Fly 80 ft .
ATTRVALMODSAVE
STR27+8+8
Dex12+1+8
Con25+7+7
INT20+5+5
Wis17+3+10
CHA22+6+6
  • Skills: Deception +13 , Perception +17 , Stealth +8
  • Immunities: Acid
  • Senses: Blindsight 60 ft ., Darkvision 120 ft .; Passive Perception 27
  • Languages: Common, Draconic
  • CR: 21 (XP 33,000, or 41,000 in lair; PB +7 )

Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The 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 Attack Roll: +15 , reach 15 ft . Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.

Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 22, each creature in an 90 -foot-long, 10 -foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.

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.

Spellcasting. The 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

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Giggling Magic. Charisma Saving Throw: DC 21, one creature the 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 dragon can't take this action again until the start of its next turn.

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.

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

Lore & Background

Copper dragons are among the most playful and mischievous of the metallic dragons, known for their love of jokes, riddles, and elaborate pranks. These dragons inhabit rocky hills and mountainous regions, preferring areas with natural caves and mineral deposits. Unlike their more serious metallic cousins, copper dragons approach life with humor and wit, though their pranks can sometimes have serious consequences for those who don't appreciate their sense of humor.

These dragons are natural storytellers and entertainers who collect jokes, riddles, and amusing anecdotes with the same fervor that other dragons hoard gold. They delight in wordplay, puns, and clever verbal sparring, often engaging visitors in contests of wit before revealing their true nature. Copper dragons are also known for their strong sense of justice, though they prefer to handle wrongdoers through humiliation and embarrassment rather than direct violence.

Copper dragon society values cleverness, creativity, and the ability to see humor in any situation. They often serve as mediators in disputes, using their wit and wisdom to find solutions that satisfy all parties while providing entertainment for themselves. Their lairs are filled with collections of jokes, riddles, and amusing stories from across the world, making them valuable repositories of cultural knowledge and entertainment.

Combat Tactics

Copper dragons prefer to avoid serious combat when possible, using their wit and charm to defuse tense situations or turn conflicts into contests of intelligence rather than strength. When forced to fight, they employ hit-and-run tactics, using their speed and agility to stay mobile while employing their breath weapons and spells to control the battlefield.

Their acid breath weapon is particularly effective against armored opponents, as it can dissolve metal equipment and weaken defensive positions. Copper dragons also use their slow breath to incapacitate enemies without causing permanent harm, preferring to capture rather than kill when possible. Their spellcasting abilities provide additional tactical options, allowing them to create illusions, manipulate terrain, or escape from dangerous situations.

These dragons are intelligent combatants who use psychological warfare and misdirection to confuse and frustrate their enemies. They may pretend to be more injured than they actually are, use illusions to create false images of themselves, or employ clever tactics that turn their opponents' strengths against them.

Encounter Ideas

The Riddle Master: A copper dragon challenges travelers to solve a series of increasingly difficult riddles, offering rewards for success but subjecting failures to elaborate (but harmless) pranks.

The Mediator: Two factions are locked in conflict, and a copper dragon offers to mediate their dispute, but its methods involve elaborate schemes and humorous reversals of fortune.

The Prankster's Revenge: A copper dragon seeks revenge against someone who failed to appreciate its humor, planning an elaborate prank that may have unintended consequences for innocent bystanders.

The Storyteller's Quest: A copper dragon needs help gathering new jokes and stories for its collection, sending the heroes on a quest to find the funniest tale in the land.

Lair Features

Copper dragon lairs are typically located in rocky hills or mountainous regions with extensive cave systems. These lairs are designed as much for entertainment as for defense, featuring elaborate puzzles, hidden passages, and chambers dedicated to different types of humor and entertainment.

The Joke Vault: A vast library containing thousands of jokes, riddles, and humorous stories collected from across the world, organized by type and cultural origin.

The Puzzle Chambers: Rooms filled with mechanical puzzles, riddles, and brain teasers that visitors must solve to progress deeper into the lair.

The Hall of Mirrors: A chamber filled with magical mirrors that create amusing distortions and illusions, used both for entertainment and as a defensive measure.

Treasure

Comedy Collections: Vast libraries of jokes, riddles, and humorous stories that could be valuable to entertainers, scholars, or anyone seeking to understand different cultures' sense of humor.

Puzzle Boxes: Intricate mechanical devices that require cleverness to open, often containing valuable items or important information.

Copper Artwork: Beautiful sculptures, jewelry, and decorative items made from copper and other metals, often featuring whimsical or humorous designs.

Magical Pranks: Enchanted items designed to create harmless but amusing effects, popular among those who appreciate good-natured humor.

Plot Hooks

The Dragon's Gambit: A copper dragon offers to help solve a serious problem, but its methods involve elaborate schemes that may cause more chaos than they resolve.

The Humor Drought: A copper dragon has become depressed and stopped telling jokes, causing a mysterious plague of seriousness to spread throughout the region.

The Practical Joke War: A copper dragon's pranks have escalated into a conflict with a community that doesn't appreciate its sense of humor, requiring diplomatic intervention.

The Riddle of the Ages: A copper dragon possesses the answer to an ancient riddle that holds the key to preventing a great catastrophe, but it will only share the answer with someone who can make it laugh.