SRD5:Ancient Copper Dragon

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Ancient Copper Dragon [SRD5 OGL/CC-BY][1] [2] [3]
Gargantuan Dragon  (Metallic Dragons, Copper Dragons), Chaotic Good
Armor Class: 21 (natural armor)
Hit Points: 350 (20d20+140)
Speed: 40 ft., climb 40 ft., fly 80 ft.
Str Dex Con Int Wis Cha
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
Skills: Deception +11, Perception +17, Stealth +8
Damage Immunity: acid
Senses: blindsight 60 ft., darkvision 120 ft., passive perception 27
Languages: Common, Draconic
Habitat: Hill
Challenge: 21 (33,000 xp)Proficiency Bonus (PB): +7

Features

Legendary Resistanc (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 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 (Recharge 5-6). The dragon uses one of the following breath weapons:

Acid Breath. The Dragon exhales acid in a 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

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 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

End of the SRD5 material

Unofficial Description: Copper Dragon over 800 years old.
For description see: Copper Dragon.


Variant: Dragons as Innate Spellcasters

[4] Many dragons have the ability to innately cast spells. Their Spellcasting Ability is Charisma, which also determines the number of spells it can cast.


Copper Dragon's Lair

[5]  Copper dragons lair in dry upland hilltops

Lair Actions

[5] When fighting inside its lair, an copper dragon can use lair actions. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Stone Spikes.
  • Deep Mud.

Regional Effects

[5] Effects near the dragon's lair:

  • Magic carvings of the Dragon
  • Tiny beasts can speak and understand
  1. redirect: Template:5xlang
  • Giggling

If the dragon dies, effects fade over the course of 1d10 days.


Sources

  1. SRD5:
  2. Note: Habitat is not part of the SRD5.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. Christopher Perkins, et. al.. Monster Manual (5e) (5e 2014) (2014-09-30). Wizards of the Coast. p. 86. (paraphrased) Licensed:© Wizards of the Coast (used under 'fair use' clause).
  5. Monster Manual (5e) p.112. (summarized)

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Monster data +

Ancient Copper Dragon (Sort Text: Dragon Copper Ancient 5e, Size: Gargantuan, Type: Dragon, Subtypes: Metallic Dragon Copper Dragon, Alignment: Chaotic Good, HP: 350, CR: 21, Features: Legendary Resistanc Multiattack Bite Claw Tail Frightful Presence Breath Weapons Change Shape, Legendary: Yes, Has Lair: No, NPC: No, Canon: Yes, Pointer: No, UA: No, User: No, Sources: SRD-OGL v5.1)

SRD-OGL v5.1 Contrigubtions +

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Plesiosaurus, Poison Spray, Poisoned, Poisonous Snake, Poisons, Polar Bear, Polymorph, Pony, Portable Hole, Poseidon, Potion of Animal Friendship, Potion of Clairvoyance, Potion of Climbing, Potion of Diminution, Potion of Flying, Potion of Gaseous Form, Potion of Giant Strength, Potion of Giant Strength/Cloud Giant, Potion of Giant Strength/Fire Giant, Potion of Giant Strength/Frost Giant, Potion of Giant Strength/Hill Giant, Potion of Giant Strength/Stone Giant, Potion of Giant Strength/Storm Giant, Potion of Greater Healing, Potion of Growth, Potion of Healing, Potion of Heroism, Potion of Invisibility, Potion of Mind Reading, Potion of Poison, Potion of Resistance, Potion of Speed, Potion of Superior Healing, Potion of Supreme Healing, Potion of Water Breathing, Power Word Kill, Power Word Stun, Prayer of Healing, Prestidigitation, Priest NPC, Prismatic Spray, Prismatic Wall, Private Sanctum, Produce Flame, Programmed Illusion, Project Image, Prone, Protection from Energy, Protection from Evil and Good, Protection from Poison, Pseudodragon, Ptah, Purify Food and Drink, Purple Worm, Quarterstaff, Quasit, Quipper, Race, Racial Spell, Raise Dead, Rakshasa, Ranger, Rapier, Rat, Raven, Ray of Enfeeblement, Ray of Frost, Re-Horakhty, Red Dragon Wyrmling, Reef Shark, Regenerate, Reincarnate, Remorhaz, Remove Curse, Repelling Blast, Resilient Sphere, Resistance Spell, Rest, Restorative Ointment, Restrained, Resurrection, Reverse Gravity, Revivify, Rhinoceros, Riding Horse, Ring of Animal Influence, Ring of Djinni Summoning, Ring of Elemental Command, Ring of Elemental Command/Air, Ring of Elemental Command/Earth, Ring of Elemental Command/Fire, Ring of Elemental Command/Water, Ring of Evasion, Ring of Feather Falling, Ring of Free Action, Ring of Invisibility, Ring of Jumping, Ring of Mind Shielding, Ring of Protection, Ring of Regeneration, Ring of Resistance, Ring of Shooting Stars, Ring of Spell Storing, Ring of Spell Turning, Ring of Swimming, Ring of Telekinesis, Ring of the Ram, Ring of Three Wishes, Ring of Warmth, Ring of Water Walking, Ring of X-ray Vision, Robe of Eyes, Robe of Scintillating Colors, Robe of Stars, Robe of the Archmagi, Robe of Useful Items, Roc, Rock Gnome, Rod of Absorption, Rod of Alertness, Rod of Lordly Might, Rod of Rulership, Rod of Security, Rogue, Rope of Climbing, Rope of Entanglement, Rope Trick, Roper, Rug of Smothering, Rust Monster, Saber-Toothed Tiger, Sabre-Toothed Tiger, Sacred Flame, Sahuagin, Salamander, Sanctuary, Satyr, Saving Throw, Scarab of Protection, School of Evocation, Scimitar, Scimitar of Speed, Scorching Ray, Scorpion, Scout NPC, Scrying, Sculptor of Flesh, Sea Horse, Secret Chest, See Invisibility, Seeming, Seizure, Sending, Sentient Magic Item, Sequester, Set, Sewer Plague, Shadow, Shambling Mound, Shapechange, Shatter, Shield Guardian, Shield of Faith, Shield of Missile Attraction, Shield Spell, Shillelagh, Shocking Grasp, Shortbow, Shortsword, Shrieker, Sickle, Sif, Sight Rot, Sign of Ill Omen, Silence, Silent Image, Silvanus, Silver Dragon Wyrmling, Simulacrum, Size, Skadi, Skeleton, Sleep, Sleet Storm, Slimy Doom, Sling, Slippers of Spider Climbing, Slow, Sobek, Solar, Sorcerer, Sovereign Glue, Space, Spare the Dying, Speak with Animals, Speak with Dead, Speak with Plants, Spear, Specter, Spell, Spell Scroll, Spellcasting, Spellguard Shield, Sphere of Annihilation, Spider, Spider Climb, Spike Growth, Spirit Guardians, Spirit Naga, Spiritual Weapon, Spy NPC, Staff, Staff of Power, Steam Mephit, Stinking Cloud, Stirge, Stone Giant, Stone of Good Luck, Stone Shape, Stoneskin, Storm Giant, Storm of Vengeance, Stunned, Succubus, Suggestion, Sun Blade, Sunbeam, Sunburst, Surprised, Surtur, Swarm of Bats, Swarm of Insects, Swarm of Poisonous Snakes, Swarm of Quippers, Swarm of Rats, Swarm of Ravens, Sword of Life Stealing, Sword of Sharpness, Sword of Wounding, Symbol, System Reference Document, Talisman of Pure Good, Talisman of the Sphere, Talisman of Ultimate Evil, Tarrasque, Telekinesis, Telepathic Bond, Teleport Spell, Teleportation Circle, Thaumaturgy, The Fiend, Thief, Thief of Five Fates, Thirsting Blade, Thor, Thoth, Three-­Dragon Ante, Thrym, Thug NPC, Thunderwave, Tiefling, Tiger, Time, Time Stop, Tiny Hut, Titan, Tome of Clear Thought, Tome of Leadership and Influence, Tome of Understanding, Tongues, Tool, Transport via Plants, Trap, Treant, Tree Stride, Tribal Warrior NPC, Triceratops, Trident, Trident of Fish Command, Troll, True Polymorph, True Resurrection, True Seeing, True Strike, Tyche, Tyr, Tyrannosaurus Rex, Uller, Unconscious, Underwater Combat, Unicorn, Universal Solvent, Unseen Servant, Using Ability Scores, Vampire, Vampire Spawn, Vampiric Touch, Veteran NPC, Vicious Mockery, Vicious Weapon, Violet Fungus, Visions of Distant Realms, Voice of the Chain Master, Vorpal Sword, Vrock, Vulture, Wall of Fire, Wall of Force, Wall of Ice, Wall of Stone, Wall of Thorns, Wand, Wand of Binding, Wand of Enemy Detection, Wand of Fear, Wand of Fireballs, Wand of Lightning Bolts, Wand of Magic Detection, Wand of Magic Missiles, Wand of Paralysis, Wand of Polymorph, Wand of Secrets, Wand of the War Mage, Wand of the War Mage/+1, Wand of the War Mage/+2, Wand of the War Mage/+3, Wand of Web, Wand of Wonder, War Pick, Warding Bond, Warhammer, Warhorse, Warhorse Skeleton, Warlock, Water Breathing, Water Elemental, Water Walk, Way of the Open Hand, Weapon, Weasel, Web, Weird, Well of Many Worlds, Werebear, Wereboar, Wererat, Weretiger, Werewolf, Whip, Whispers of the Grave, White Dragon Wyrmling, Wight, Will-o'-Wisp, Wind Fan, Wind Walk, Wind Wall, Winged Boots, Wings of Flying, Winter Wolf, Winter Wolf, Wish, Witch Sight, Wizard, Wolf, Wondrous Item, Word of Recall, Worg, Wraith, Wyvern, Xorn, Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, Young Silver Dragon, Young White Dragon, Zeus, Zombie, Zone of Truth