Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
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 an 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.
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.
A Copper Dragon’s Lair
Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.
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.
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.
wow
I love how it's not even mentioned that an Adult Copper Dragon unlike every other Adult Metallic CANNOT use Shape Change?! Like that feels like something they could delve into a little at least.
Good catch.
Digging around a bit more, it seems like the “Ancient” version of Brass and Copper do get the shapeshifting trait, although the “Adult” do not.
There seems to be some sort of divide at CR 15.
My favorites.
Should probably link spike growth for the liar actions
As cool as copper dragons are, Green Dragons are more neat :(
Any dragon has access to just about any spell. I have actually used a homebrew in the past of an adult copper dragon named "Dad" who disguises himself as a redheaded elf and hoards orphaned children.
I love that one of its effects on the land around it is just its happy face appearing in rocks
I know rithe
I like copper and I like dragons and I’m new
Best regional effect ever. No effect besides being fun
um...
I love it!
Why did they not add the monster stat blocks in the PHB?
Eazy claps
Because that's the Monster Manual's job.
this slowing breath weapon is nasty
My Artificer is bonded to a copper... he would resent that, his half elf friend nearly became a greens delectable snack.
edit: this was supposed to be a reply to another comment here but evidently that is not shown.
If that is the case, it is usually just a matter of flossing and brushing after eating. Good oral hygiene goes a long way, esp. if your teeth need to last a millennium.
And some adult copper dragons certainly can show up at a bar as an attractive woman with copper colored curls, bright green eyes, and a wicked sense of humor. I know one personally.
Not every dragon is exactly like every other dragon of the same age/type. Esp. when you are dealing with complex and intelligent dragons, who might not just enjoy art but be a highly successful (and wealthy as a result) artist, artificer, bards, and some put in the time and effort to learn arcane magic just like one of those ephemeral humans. A copper dragon isn't in the same realm as an owlbear or otyugh--they should be played like any other high-level NPC. I know a green dragon who was dropped on his head as an egg and is as smart as a sack of hammers. If he didn't live on an isolated island with plenty of room for him and another dragon at the far end, and lots of big, slow moving, easy to catch tasty herbivores, he probably would have been made into some very cool boots by an adventurer a long time ago.
Point is, dragons are a complex sort, with personalities, flaws, strengths, goals, and are always at least as smart as the adventurers trying to take them out (well, one exception, as I mentioned). Sneaking into a dragon's lair and taking them out with a quick blow just isn't how they roll...while some (white dragons come to mind) are not very clever, others (e.g. red, blue in particular) will likely have individuals, if not entire organizations, working for them, keeping an eye out for potential trouble, and after making sure their map leads them directly into the lair of some other nasty creature, maybe dropping some poison in their beer in the bar the night before the set out 'dragon hunting', breaking into their room when they are eating and stealing all their adventuring gear, turning a swarm of stinging insects loose on them as they sleep, and likely as not stalking them into the wilderness and knocking a preplaced pile of boulders, caltrops, and clay pots full of oil on their heads followed by a fireball or two miles before they get in sight of the dragon's home.
Silly guys.