Copper Dragon

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Copper Dragons are a race of metallic dragon. They are considered to be the most mischievous of the metallic dragons with well known penchant for misleading adventurers. While for the uninitiated copper dragons, with might seem closer to their chromatic cousins in behaviors, they are far more aptly described as playful and sociable tricksters and patrons of entertainment.

Basic Information

Anatomy

Copper dragons have short faces, with features that included cheek ridges that point backwards and frills on the back of their lower jaws. Their long segmented horns start as smooth brow plates above their eyes and extend backwards. Layers of triangular blades grew downward from their chins, growing more numerous as they aged. Combined together, those features give copper dragons a pensive look. As they age, their pupils fade away until their eyes acquire a appearance of glowing turquoise.   Their wings are manta-like, mottled with red and green discolorations near the end. They are supported at the front by relatively short articulated limbs that gives them their characteristic U shape when viewed from below. Their spines runn the wings' length to the back, at an angle from the backbone. Newly hatched copper dragons have brown scales with a metallic tint, which grow coppery and glossy in color as the dragon age. The scales of very old copper dragons may acquire a green shade and they're known for gaving off a stony scent.

Ecology and Habitats

Copper dragon's lair can usually be found in rocky, dry uplands and hilltops, created inside narrow caverns within them. False walls are often created by the dragon inside the lair to hide secret chambers and their most treasured items. Other things that are worthless to the copper dragon are placed away from the main hoard in order to tease treasure-seekers. In their main hoard, copper dragons keep precious ores, artworks, and curiosities that they had accumulated over their long lifetimes.   Despite those countermeasures, copper dragons are extremely fond of guests as a rule, particularly those that they find fascinating or charming, and will often make the general location of their lair well known in order to attract interesting visitors.

Civilization and Culture

Common Etiquette Rules

Copper dragons see themselves as fun and intelligent beings. They regard themselves as excellent hosts, capable of providing endless entertainment through a long standing collection of jokes, riddles, pranks, and stories. These mental collections, much like their treasure hoards, are painstakingly built from a very young age and are a source of great pride for each Copper Dragon. Invariably though, this pride leads them to become quickly annoyed with guests that do not appreciate the wit and humor on display.   Copper Dragons enjoy company and will make regular visits to each other or others to recount newly acquired jokes and tales.
Current Date: 2nd of Latsum, 1572

Copper Dragon by WoTC (Edited)

Genetic Ancestor(s)

Copper Dragon, Young

Large dragon, chaotic good
Armor Class 17 (natural armor)
Hit Points 119 14d10+42
Speed 40ft Fly: 80ft Climb: 40ft

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 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 7 (2,900 XP)


Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 2d10+4 piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 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 an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 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.


 

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