Large Dragon, Neutral Good
Armor Class 15 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 35 ft., climb 40 ft., fly 90 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +5, CON +6, WIS +6, CHA +6
Skills Perception +4, Persuasion +5, Stealth +4
Damage Resistances Psychic
Damage Immunities Radiant
Senses Blindsight 30 ft., Darkvision 120 ft., Truesight 30 ft., Passive Perception 17
Languages Celestial, Common, Draconic, Telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Dragon's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: 

At will: detect evil and good, detect magic, detect thoughts
2/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

Shielded Mind. The Dragon has advantage in saves to avoid to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

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.

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.  The target must succeed on a DC 12 constitution saving throw or be poisoned for 24 hours Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake

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.

 

Radiant Breath. The dragon exhales Radiant Energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking (8d8) radiant 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 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.

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.

Lair and Lair Actions

A Celestial Dragon’s Lair

Celestial dragons dwell in in Mt Celestia or when upon the material Plane, in the highest of mountains or among the humanoid races in secret. There, they 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

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:

  •  The dragon’s smiling visage can be seen faintly in the clouds within 6 miles of the dragon’s lair, and cloud cover is more prevalent near it's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Celestial 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 faces in the clouds fade over the course of 1d10 days. The other effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2018 12:58:08 PM
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Habitat: MountainUrban

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