Free interactive D&D 5e SRD stat block

Adult Copper Dragon

Huge Dragon, CR 14, AC 18, 184 HP. Chaotic Good.

Huge Dragon (Metallic), Chaotic Good

AC
18
Initiative
+11 (21)
HP
184 (16d12+80)
Speed
40 ft., Climb 40 ft., Fly 80 ft.
ScoreModSave
STR 23 +6 +6
DEX 12 +1 +6
CON 21 +5 +5
INT 18 +4 +4
WIS 15 +2 +7
CHA 18 +4 +4
Skills
Deception +9 , Perception +12 , Stealth +6
Immunities
Acid
Senses
Blindsight 60 ft.; Darkvision 120 ft.; Passive Perception 22
Languages
Common, Draconic
CR
14 (XP 11,500; PB +5)

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 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.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →