THE SHARED REFERENCE Adventurer

Monster

Adult Copper Dragon

Official reference · MM · 2014

Creature type
Dragon
Size
Huge
Armor class
18 (natural armor)
Hit points
184 (16d12 + 80)
Speed
Walk 40 ft., Climb 40 ft., Fly 80 ft.
Challenge rating
14
Alignment
Chaotic Good
Strength
23
Dexterity
12
Constitution
21
Intelligence
18
Wisdom
15
Charisma
17
Passive Perception
22
Saving Throws
dex: +6; con: +10; wis: +7; cha: +8
Skills
deception: +8; perception: +12; stealth: +6
Senses
blindsight 60 ft., darkvision 120 ft.
Languages
Common, Draconic
Immunities
acid

Traits

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 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (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 a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 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 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 action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

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 10 feet of the dragon must succeed on a DC 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.

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.

Additional Lair Actions

At your discretion, a legendary (adult or ancient) copper dragon can use one or both of the following additional lair actions while in its lair:

  • Laughing Gas: The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is incapacitated with laughter until the end of its next turn.
  • Torpid Energy: The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.

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.

Additional Regional Effects

Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the Monster Manual:

  • Distant Melodies: The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.
  • Starlit Stones: Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

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