Copper Dragon Species in Faerûn | World Anvil
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Copper Dragon

Overview

Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.   A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.  

Good Hosts

A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor.   Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.  

Cautious and Crafty

When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.   A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.  

A Copper Dragon's Lair

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.  

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 on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink 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.
 

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 dragon, 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 days. The other effects end immediately.    

Copper Dragon Wyrming CR: 1 (200 XP)

Medium dragon, chaotic good
Armor Class: 16
Hit Points: 22 (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, Con +3, Wis +2, Cha +3
Skills: Perception +4, Stealth +3
Damage Immunities: Acid
Senses: Blindsight 10 feet, Darkvision 60 feet, Passive Perception 14
Languages: Draconic
Challenge Rating: 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d10 + 2 piercing damage.   Breath Weapons (Recharge 5-6). 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 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 (2,900 XP)

Large dragon, chaotic good
Armor Class: 17
Hit Points: 119 (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, Con +6, Wis +4, Cha +5
Skills: Deception +5, Perception +7, Stealth +4
Damage Immunities: Acid
Senses: Blindsight 30 feet, Darkvision 120 feet, Passive Perception 17
Languages: Common, Draconic
Challenge Rating: 7 (2,900 XP)

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 feet, one target. Hit: 2d10 + 4 piercing damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 2d6 + 4 slashing damage.   Breath Weapons (Recharge 5-6). 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 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.

   

Adult Copper Dragon CR: 14 (11,500 XP)

Huge dragon, chaotic good
Armor Class: 18
Hit Points: 184 (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, Con +10, Wis +7, Cha +8
Skills: Deception +8, Perception +12, Stealth +6
Damage Immunities: Acid
Senses: Blindsight 60 feet, Darkvision 120 feet, Passive Perception 22
Languages: Common, Draconic
Challenge Rating: 14 (11,500 XP)

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 to hit, reach 10 feet, one target. Hit: 2d10 + 6 piercing damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 feet, one target. Hit: 2d6 + 6 slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 feet, one target. Hit: 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). The dragon uses one of the following breath weapons:

  • Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 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 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.

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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 2d6 + 6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

   

Ancient Copper Dragon CR: 21 (33,000 XP)

Gargantuan dragon, chaotic good
Armor Class: 21
Hit Points: 350 (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, Con +14, Wis +10, Cha +11
Skills: Deception +11, Perception +17, Stealth +8
Damage Immunities: Acid
Senses: Blindsight 60 feet, Darkvision 120 feet, Passive Perception 27
Languages: Common, Draconic
Challenge Rating: 21 (33,000 XP)

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 to hit, reach 15 feet, one target. Hit: 2d10 + 8 piercing damage.   Claw. Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 2d6 + 8 slashing damage.   Tail. Melee Weapon Attack: +15 to hit, reach 20 feet, one target. Hit: 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). 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 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

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 2d6 + 8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Genetic Ancestor(s)
Lifespan
1,200 years
Average Weight
350 to 2,700 pounds
Average Length
12 to 45 feet

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