Dragon, Copper Dragon (Metallic)
This prank-loving, riddle-master Copper Dragon just turned a battlefield into a comedy club—guess who’s laughing last!
The Copper Dragon is a lithe, sinewy creature cloaked in shimmering, copper-hued scales that glow like burnished metal under the sun, often tinged with streaks of verdigris in older specimens. Its long face is expressive, framed by backward-curving horns and crowned with a spined crest that ripples with emotion when it speaks. Eyes gleam with a mischievous glint, always assessing whether you’re a worthy target for its next joke—or riddle.
Behaviorally, Copper Dragons are whimsical and irreverent, delighting in clever wordplay, practical jokes, and harmless mischief. They are deeply curious and gregarious but easily bored by serious or overly formal individuals. While good-natured at heart, they can become sarcastic or even testy if their humor is unappreciated or if someone takes themselves too seriously. They tend to judge others not by power or wealth, but by wit, imagination, and sense of fun.
Their habitats are usually arid hills, rocky escarpments, or mountainous caves where the dry air preserves their metallic sheen. They prefer high vantage points with natural rock formations that serve as echo chambers for their booming laughter and dramatic monologues. Their lairs are filled with quirky treasures—objects with humorous shapes, scrolls of ancient riddles, and art that confuses or entertains.
The Copper Dragon’s modus operandi involves engaging potential threats—or visitors—with a mix of humor and guile. They’ll often challenge intruders with riddles or non-lethal tricks to gauge intent before resorting to violence. If forced into combat, they utilize their slowing gas breath to immobilize opponents and toy with them, resorting to their acid breath only when truly threatened.
Their motivation is driven by a mix of curiosity, entertainment, and a moral compass that leans toward helping the underdog—so long as the underdog has a sense of humor. Copper Dragons see themselves as guardians of joy, irony, and intellect, often inserting themselves into mortal affairs not to dominate, but to teach humility through laughter and to protect those who bring lightness to a dark world.
Copper Dragon, Wyrmling 5e
Copper Dragon, Young 5e
Copper Dragon, Adult 5e
Copper Dragon, Ancient 5e
Copper Dragon, Pathfinder
Wyrmling Copper Dragon
Small Dragon, Chaotic Good
- Armor Class 17 (natural armor)
- Hit Points 45 (6d6 + 24)
- Speed 30 ft., climb 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 18 (+4) | 14 (+2) | 11 (+0) | 17 (+3) |
- Saving Throws Dex +3, Con +6, Cha +5
- Skills Deception +5, Perception +4, Stealth +3
- Damage Immunities Acid
- Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
- Languages Draconic
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Actions
- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
- Breath Weapon (Recharge 5–6). The dragon uses one of the following:
- Acid Breath. 15-ft. line (5 ft. wide), DC 12 Dex save, 18 (4d8) acid damage on fail, half on success.
- Slowing Breath. 15-ft. cone, DC 12 Con save. On a failed save, targets are slowed (as the slow spell) until the end of their next turn.
Tactics Overview:
Copper Dragons fight with wit and subterfuge. They prefer to confuse and debilitate foes using slowing breath, illusions, and verbal trickery. If the enemy proves violent, they’ll strike with precision and speed, often using flight and terrain to outmaneuver foes, engaging from unexpected angles and retreating between attacks.
Young Copper Dragon
Medium Dragon, Chaotic Good
- Armor Class 18 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 19 (+4) | 16 (+3) | 13 (+1) | 19 (+4) |
- Saving Throws Dex +5, Con +7, Cha +7
- Skills Deception +7, Insight +4, Perception +7, Stealth +5
- Damage Immunities Acid
- Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
- Languages Common, Draconic
- Challenge 7 (2,900 XP)
- Proficiency Bonus +3
Actions
- Multiattack. The dragon makes two attacks: one with its bite and one with its claws.
- Bite. +7 to hit, 10 (1d10 + 4) piercing damage.
- Claw. +7 to hit, 8 (1d8 + 4) slashing damage.
- Breath Weapon (Recharge 5–6). Choose:
- Acid Breath. 30-ft. line (5 ft. wide), DC 15 Dex, 45 (10d8) acid.
- Slowing Breath. 30-ft. cone, DC 15 Con, targets slowed for 1 minute (save ends each turn).
Spellcasting (Innate)
The dragon can innately cast the following spells, requiring no material components:
- At will: Minor Illusion, Prestidigitation
- 1/day each: Tasha’s Hideous Laughter, Feather Fall
Tactics Overview:
Copper Dragons fight with wit and subterfuge. They prefer to confuse and debilitate foes using slowing breath, illusions, and verbal trickery. If the enemy proves violent, they’ll strike with precision and speed, often using flight and terrain to outmaneuver foes, engaging from unexpected angles and retreating between attacks.
Adult Copper Dragon
Large Dragon, Chaotic Good
- Armor Class 19 (natural armor)
- Hit Points 195 (17d10 + 102)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 16 (+3) | 23 (+6) | 18 (+4) | 15 (+2) | 21 (+5) |
- Saving Throws Dex +7, Con +10, Wis +6, Cha +9
- Skills Deception +9, Insight +6, Perception +10, Stealth +7
- Damage Immunities Acid
- Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
- Languages Common, Draconic
- Challenge 14 (11,500 XP)
- Proficiency Bonus +5
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. One bite and two claws.
- Bite. +10 to hit, 15 (2d10 + 4) piercing damage.
- Claw. +10 to hit, 11 (2d6 + 4) slashing damage.
- Breath Weapon (Recharge 5–6). Choose:
- Acid Breath. 60-ft. line (5 ft. wide), DC 18 Dex, 54 (12d8) acid.
- Slowing Breath. 60-ft. cone, DC 18 Con. Fail = slowed (as slow spell) for 1 minute.
Spellcasting (Innate)
- At will: Minor Illusion, Prestidigitation, Tasha’s Hideous Laughter
- 3/day each: Suggestion
- 1/day each: Major Image
Bonus Action
- Mocking Word. The dragon targets a creature it can see within 60 ft. It makes a Cha (Deception) check contested by the target’s Wis (Insight). On a success, the target has disadvantage on its next attack roll.
Legendary Actions (3/Day)
- Detect. Perception check.
- Tail Attack. Melee: +10 to hit, 13 (2d8 + 4) bludgeoning.
- Confounding Trick (Costs 2). The dragon creates a minor illusion, imposing disadvantage on the next attack made against it.
Tactics Overview:
Copper Dragons fight with wit and subterfuge. They prefer to confuse and debilitate foes using slowing breath, illusions, and verbal trickery. If the enemy proves violent, they’ll strike with precision and speed, often using flight and terrain to outmaneuver foes, engaging from unexpected angles and retreating between attacks.
Ancient Copper Dragon
Gargantuan Dragon, Chaotic Good
- Armor Class 21 (natural armor)
- Hit Points 350 (28d12 + 168)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
27 (+8) | 18 (+4) | 25 (+7) | 20 (+5) | 17 (+3) | 23 (+6) |
- Saving Throws Dex +11, Con +14, Wis +10, Cha +13
- Skills Deception +13, Insight +10, Perception +17, Stealth +11
- Damage Immunities Acid
- Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
- Languages Common, Draconic, telepathy 120 ft.
- Challenge 21 (33,000 XP)
- Proficiency Bonus +7
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. One bite, two claws, and one tail.
- Bite. +15 to hit, 19 (2d10 + 8) piercing.
- Claw. +15 to hit, 15 (2d6 + 8) slashing.
- Tail. +15 to hit, 17 (2d8 + 8) bludgeoning.
- Breath Weapon (Recharge 5–6).
- Acid Breath. 90-ft. line (10 ft. wide), DC 21 Dex, 66 (15d8) acid.
- Slowing Breath. 90-ft. cone, DC 21 Con, slowed for 1 minute (repeat save at end of turn).
Spellcasting (Innate)
- At will: Minor Illusion, Prestidigitation, Tasha’s Hideous Laughter
- 3/day each: Suggestion, Major Image
- 1/day each: Mislead, Mass Suggestion, Weird
Lair Actions (On Initiative 20)
- Shifting Stone. Uneven terrain causes up to 3 creatures to make a DC 18 Dex save or fall prone.
- Echoes of Laughter. Disorienting laughter fills the lair. Creatures must succeed on a DC 18 Wis save or have disadvantage on attacks until the next round.
Legendary Actions
- Tail Attack. +15 to hit, 17 damage.
- Mocking Mirage (Costs 2). Creates illusory duplicates (as mirror image).
- Breath Weapon (Costs 3). Recharge roll is not needed; dragon reuses breath attack.
Tactics Overview:
Copper Dragons fight with wit and subterfuge. They prefer to confuse and debilitate foes using slowing breath, illusions, and verbal trickery. If the enemy proves violent, they’ll strike with precision and speed, often using flight and terrain to outmaneuver foes, engaging from unexpected angles and retreating between attacks.
Copper Dragon
Bright, shining copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.
CG dragon (earth)
BASE STATISTICS
CR 4; Size Tiny; Hit Dice 5d12
Speed 40 ft.
Natural Armor +4; Breath Weapon line, 2d6 acid
Str 11, Dex 16, Con 13, Int 12, Wis 13, Cha 12
SPECIAL ABILITIES
Climb Stone (Ex)
A copper dragon can climb on stone surfaces as though using the spider climb spell.
Deadly Joke (Sp)
Once per day, as a standard action, a great wyrm copper dragon can tell a joke that kills. This affects one target, and functions as power word kill. This is a language-dependent sonic effect.
Mass Laughter (Sp)
An ancient copper dragon can tell a fantastic joke once per day as a standard action. All creatures within 10 feet per age category must make a Will save or laugh for 1 round per age category, as if affected by hideous laughter. The save DC is Charisma-based. This is equal to a 6th-level spell.
Slow Aura (Su)
An old or older copper dragon is surrounded by an aura of slowness. All creatures within 5 feet of the dragon must make a Will save or be affected as per slow for 1 round. An ancient dragon’s aura extends to 10 feet. For great wyrm copper dragons, those opponents that fail their saves are slowed for 1d4 rounds. The DC of this save is equal to the dragon’s breath weapon. A copper dragon can suppress or activate this aura at will as a free action.
Slow Breath (Su)
Instead of a line of acid, a copper dragon can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per age category of the dragon.
Spell-Like Abilities (Sp)
A copper dragon gains the following spell-like abilities, usable at will upon reaching the listed age category. Very young—grease; Juvenile—hideous laughter; Adult—stone shape; Old—transmute rock to mud/mud to rock; Ancient—wall of stone; Great wyrm—move earth.
Trap Master (Ex)
A juvenile or older copper dragon receives a +1 bonus per age categroy on Craft (traps) and Perception checks made to locate a trap. Upon becoming a mature adult, he can also use Disable Device to disarm magic traps as if he had the rogue’s Trapfinding class feature.
Uncanny Dodge (Ex)
A young or older copper dragon is always looking out for an ambush. He can never be caught flat-footed. This ability functions like the rogue ability of the same name.
Age Category | Special Abilities | Caster Level |
---|---|---|
Wyrmling | Immunity to acid, climb stone, slow breath | — |
Very young | Grease | — |
Young | Uncanny dodge | 1st |
Juvenile | Trap master, hideous laughter | 3rd |
Young adult | DR 5/magic, spell resistance | 5th |
Adult | Frightful presence, stone shape | 7th |
Mature adult | DR 10/magic | 9th |
Old | Slow aura, transmute rock/mud | 11th |
Very old | DR 15/magic | 13th |
Ancient | Mass laughter, wall of stone | 15th |
Wyrm | DR 20/magic | 17th |
Great wyrm | Deadly joke, move earth | 19th |
ECOLOGY
Environment warm hills
Organization solitary
Treasure triple
This whimsical dragon spends most of its time in combat trying to annoy and frustrate its enemies.