Ancient Copper Dragon

Copper Dragon, Ancient

Gargantuan dragon, chaotic good

21
Challenge Rating
33000 XP

An ancient copper dragon is a sight to behold, with a magnificent, shimmering coat of coppery scales that glows in the sunlight. Its massive form exudes power and wisdom, with a regal presence that demands respect. The dragon’s head is adorned with long, graceful horns, and its eyes sparkle with intelligence and curiosity. Its wings are expansive and sturdy, allowing it to soar through the skies with grace and precision. The dragon’s breath carries a metallic tang, hinting at its affinity for acid. Despite its imposing stature, an ancient copper dragon is known for its playful and mischievous nature. It enjoys engaging in riddles, puzzles, and intellectual challenges, often using its sharp wit and cleverness to outsmart opponents. Benevolent and protective, it defends its territory fiercely and is quick to come to the aid of those in need. Its lair, nestled in a hidden and remote location, is a treasure trove of ancient artifacts and curiosities collected throughout its long life.

Special Abilities

Legendary Resistance

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

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 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
  • Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
  • Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (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: The dragon uses one of the following breath weapons.
    Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 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 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 with a successful save.
  • 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.

Legendary Actions

  • 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 ft. of the dragon must succeed on a DC 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.

Lair Actions

  1. Laughter Echoes: On initiative count 20 (losing initiative ties), the dragon can fill the air with contagious, magical laughter. Each creature of the dragon’s choice within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be incapacitated with laughter until the end of their next turn. This represents the copper dragon’s love for humor and pranks.
  2. Slippery Terrain: The dragon can cause the stone and earth within its lair to become magically slick, covering a 40-foot square area it can see within 120 feet. For 1 minute, this area becomes difficult terrain. Creatures that move into or within the area must make a DC 14 Dexterity saving throw or fall prone, capturing the copper dragon’s mischievous nature.
  3. Illusionary Walls: The dragon can create visual illusions of walls, floors, or ceilings in a 30-foot square area within 120 feet. These illusions last until the dragon’s next turn. A creature that touches the illusion or uses an action to examine it can determine it is fake with a successful DC 16 Intelligence (Investigation) check. This action plays into the copper dragon’s affinity for trickery and deception.

Copper Dragon Regional Effects

  • Whimsical Weather: Within 1 mile of the dragon’s lair, the weather can change suddenly, often in whimsical and non-threatening ways. Rain might fall in the shape of tiny animals, or snowflakes might sparkle with unusual colors, reflecting the copper dragon’s playful spirit.
  • Enriched Vegetation: Plants and trees within 1 mile of the lair are unusually vibrant and often bear fruits or flowers out of season. This abundance can lead to an increase in local wildlife and provides ample resources for foraging, symbolizing the dragon’s nurturing side beneath its playful demeanor.
  • Mimicry Stones: Rocks and boulders near the lair occasionally emit sounds or mimic voices heard within the region, from laughter to snippets of conversation. This can be amusing or disconcerting to travelers but is harmless, showcasing the copper dragon’s love for jokes and its desire to engage with those living nearby without revealing itself.
Armor Class: 21 (natural armor)
Hit Points: 350 (20d20+140)
Speed: 40 ft. (walk), 40 ft. (climb), 80 ft. (fly)
str
27
+8
dex
12
+1
con
25
+7
int
20
+5
wis
17
+3
cha
19
+4
Damage Immunities: acid
Proficiency Bonus: +7

Proficiencies

  • Saving Throw: DEX +8
  • Saving Throw: CON +14
  • Saving Throw: WIS +10
  • Saving Throw: CHA +11
  • Skill: Deception +11
  • Skill: Perception +17
  • Skill: Stealth +8

Senses

  • Passive Perception: 27
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Hill

Credits: SRD 5.1