Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon must use its Dreadful Presence or Chaotic Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +16 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.
Dreadful 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 17 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 Dreadful Presence for the next 24 hours.
Chaotic 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 [Tooltip Not Found] for 1 round. 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.
Acidfire Breath. The dragon exhales acidic fire in a 70-foot cone that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 38 (11d6) fire damage as well as 38 (11d6) acid damage on a failed save, or just the fire damage on a successful one.
Weakrending Breath. The dragon exhales red gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw. Any creature below half of its maximum hitpoints takes 17 (5d6) acid damage and has disadvantage on the 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. 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.
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.
Lair and Lair Actions
A Red-Copper Dragon’s Lair
Red-Copper dragons dwell in hilltops, where they make their lairs in large caves. Illusory walls in the lair hide pockets where the dragon stores valuable objects, artistic masterpieces, historical artefacts, and other oddities it has collected over its lifetime. Oftentimes a separate section is kept for living creatures with food, water, etc.
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. The ground cracks open and spikes sprout from the ground 10 feet down the hole, with a thin layer of magma at the bottom. The spikes deal 10 (3d6) piercing damage and the magma deals 7 (2d6) fire damage. Any creature caught on the spikes is restrained, and any creature in the magma has half movement speed. The effect lasts until the dragon uses this lair action again, the dragon dies, or the dragon willingly ends this effect.
- 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 1-foot-deep magma. Each creature on the ground in that area when the magma appears must succeed on a DC 12 Dexterity saving throw or sink into the mud and become restrained, taking 15 (2d6 + 8) fire damage. A creature can take an action to attempt a DC 7 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. On initiative count 20 on the next round, the magma hardens, and the Strength DC to escape 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:
- Light tremors routinely occur within a 1 mile radius 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 with reverence and fear about the dragon and refuse to divulge its whereabouts.
- Intelligent creatures that spend 1 month within 1 mile of the dragon’s lair become Chaotic if Neutral and Neutral if Lawful. Even serious laws suddenly seem trivial, and traditions and routines suddenly feel unimportant. This effect can repeat once every month.
If the dragon dies, the effects fade over the course of 1d6 days.
Previous Versions
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