Huge Dragon (Metallic), Chaotic Good
- AC
- 18
- Initiative
- +11 (21)
- HP
- 184 (16d12+80)
- Speed
- 40 ft., Climb 40 ft., Fly 80 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 12 | +1 | +6 |
| CON | 21 | +5 | +5 |
| INT | 18 | +4 | +4 |
| WIS | 15 | +2 | +7 |
| CHA | 18 | +4 | +4 |
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10+6) Slashing damage plus 4 (1d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Greater Restoration, Major Image
Legendary Actions
Adult Copper Dragon can take 3 Legendary Actions per round, regaining all uses at the start of its turn.
Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn.
Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
How to run Adult Copper Dragon
A copper dragon ally is the campaign's least reliable favor. It doesn't see itself as a tool. It sees the party as a possibly-amusing chess set, and it will help right up to the moment the help stops being interesting. The framing that works: the party did the dragon a small kindness years ago, or guessed a riddle correctly, or made it laugh genuinely. The dragon owes them one favor and is delighted to spend it dramatically.
Negotiate the favor in scene. Have the dragon insist on a specific phrasing: "one fight, one flight, or one secret." If the party asks for "help with the lich," the dragon will pick which kind of help and will absolutely choose the most theatrical option. Shapechange at-will means it can also help by being the noblewoman at the gala, which is more fun than Acid Breath and the players will remember it longer.
In combat, run the dragon as a precision instrument with no interest in being a tank. It opens with Acid Breath on whoever the party identified as the hard target, follows with Slowing Breath to peel pursuers off the wizard, and uses Mind Jolt and Giggling Magic from 90 feet away while the party handles the front line. Greater Restoration is its one true gift: hold it for the moment a PC takes a level drain, gets petrified, or eats a Power Word effect. The dragon enjoys the dramatic save more than the fight itself.
Once the favor is done, the dragon vanishes mid-conversation. No goodbye. The party will see it again only if they earn another favor, and the price always rises.
Have the dragon hand the party a small acid-etched coin as a parting gift, then never explain what it does. The mystery is worth more than any magic item you could write.
A copper dragon doesn't fight to kill the party. It fights to humiliate them, learn what they're made of, and either let them live with a story or eat them after the joke lands flat. Run it for the cruelty of comedy. The dragon will make a riddle of the encounter, and Giggling Magic is literally named that way.
Open from cover. With Stealth +6, Climb 40 ft., and Shapechange at-will into a Beast or Humanoid, the dragon should not be on the battle map when initiative starts. A talkative innkeeper, a wandering cat, an old hermit on the trail, then the reveal. Once initiative starts, lead with Slowing Breath in a 60-foot cone (DC 18 Con) before anyone closes. Halved speed plus the action-or-bonus-action restriction shuts down rogues, paladins, and anyone planning a Bonus Action heal. The next round, when Acid Breath recharges, fire the 60-foot line at the densest cluster: 54 acid on a fail, half on a pass, with no damage type the party is likely resistant to.
In melee, three Rend attacks at +11 average 21 damage each, and Multiattack lets the dragon swap one Rend for Mind Spike at level 4 to lock onto whoever just teleported away. Spend legendary actions on Giggling Magic against the most disciplined caster (DC 17 Cha, 24 psychic, plus a 1d6 penalty on every roll until the end of their next turn). Pounce keeps the dragon airborne when the fighter looks like they're setting up a grapple. Burn one Legendary Resistance early on a save the players will remember failing to land, since copper dragons enjoy advertising that the rules don't apply to them.
The dragon will absolutely flee. Once it's Bloodied, it Shapechanges into something small and walks out the back of the cave while the party is still searching for a body. It comes back later in the campaign with a wounded ego and a riddle the party has to answer correctly to leave alive.
Have the dragon laugh at someone specific. Pick the player most likely to take it personally and let the dragon name them by an embarrassing detail (their boots, their accent, the time they tripped in town). The grudge writes itself.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.