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SRD5:Adult Copper Dragon

This material from the 5th edition SRD is published under the OGL
Adult Copper Dragon [SRD5 OGL][1] [2] [3]
Huge Dragon (Metallic Dragons, Copper Dragons), Chaotic Good
Armor Class: 18 (natural armor)
Hit Points: 184 (16d12+80)
Speed: 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 18 (+4)
Saving Throws: Dex +6, Con +10, Wis +7, Cha +8
Skills: Deception +8, Perception +12, Stealth +6
Damage Immunity: acid
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages: Common, Draconic
Habitat: Hill
Challenge: 14 (11,500 xp)Proficiency Bonus (PB): +5

Features

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 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 13 (2d6+6) 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 100 years old.
For description see: Copper Dragon.


Variant: Dragons as Innate SpellcastersEdit

[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:

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


Sources and NotesEdit

  1. Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.
  2. Note: Habitat is not part of the SRD5.
  3. habitat - Dungeon Master's Guide (5e) p.302-305
  4. Wizards RPG Team (September 2014). Monster Manual. (5e) Wizards of the Coast. ISBN 978-0786965618. p. 86. (paraphrased) Licensed:© Wizards of the Coast (used under 'fair use' clause).
  5. Monster Manual (5e) p.112. (summarized)

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