Gargantuan Dragon (Metallic), Chaotic Good
- AC
- 21
- Initiative
- +15 (25)
- HP
- 367 (21d20+147)
- Speed
- 40 ft., Climb 40 ft., Fly 80 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 12 | +1 | +8 |
| CON | 25 | +7 | +7 |
| INT | 20 | +5 | +5 |
| WIS | 17 | +3 | +10 |
| CHA | 22 | +6 | +6 |
Traits
Legendary Resistance (4/Day, or 5/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 5 version).
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10+8) Slashing damage plus 9 (2d8) Acid damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-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 21):
At Will: Detect Magic, Mind Spike (level 5 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, Project Image
Legendary Actions
Ancient Copper Dragon can take 3 Legendary Actions per round, regaining all uses at the start of its turn.
Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 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 5 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 Ancient Copper Dragon
A copper dragon on the party's side is rarely a contract and never an obligation. She helps because she finds the party amusing, because the villain insulted her sense of humor, or because she has decided this campaign is the best show in three centuries. Play her as a generous patron with a cruel sense of timing: she will save the cleric's life and then mock his prayer for an hour.
In combat, she opens with Slowing Breath aimed past the party at the enemy line, since her cone is 90 feet and her allies have wisely stayed out of it. Acid Breath comes out only when she has a clean line and the party has called for it, because she does not love splash damage on friends. Rend goes on whichever enemy was loudest. Mind Spike (level 5, at-will via Spellcasting) chases a fleeing caster across the battlefield and marks them so she always knows where they are.
Out of combat she is the most useful and the most exhausting NPC in the campaign. Project Image lets her run an entire diplomatic scene from her cave. Greater Restoration once per day saves a PC from a fate worse than death, but she will charge the saving in a story she tells at every dinner for a year. Major Image creates the dragon the villain expects to fight while the real one Shapechanges past the gate as a maid.
She leaves on her own schedule, never the party's. When she goes, she leaves a riddle, a small magical item the party did not know they needed, and a standing invitation to come tell her how it ended.
Write her catchphrase before the session. She will say it three times, and the players will quote it for the rest of the campaign.
An ancient copper dragon is a trickster god of a small mountain. She has been there for centuries, she has watched a dozen kingdoms rise and fall from the same ridge, and the fight only starts because the party gave her a reason that finally bored her into action. Open the encounter on her terms: she has used Shapechange (at-will) to walk among the party as a Common-speaking bard, beggar, or rival adventurer for the last in-game day, and she knows exactly which PC to humiliate first.
When she drops the disguise, lead with Slowing Breath in a 90-foot cone, DC 22 Con. Failed saves halve speed, deny reactions, and force the choice between action or bonus action. That single breath neuters a paladin's smite-plus-attack rhythm and locks down the rogue's bonus-action Cunning Action. Save Acid Breath (14d8 in a 90-foot line, DC 22 Dex, 63 average) for the next round when clustered targets try to close. Multiattack gives three Rends at +15 for 28 average each, and she can replace one with breath or with a Mind Spike cast that ignores half cover and marks the target for her next round.
Legendary actions are where she enjoys herself. Giggling Magic on the cleric, DC 21 Cha, deals 31 psychic and forces them to subtract 1d8 from every attack and check until end of next turn, which usually breaks a clutch heal. Pounce gives her 20 ft. of movement plus a free Rend whenever the wizard tries to back away. Mind Jolt is a second Mind Spike if the breath is still recharging.
Four Legendary Resistances (five in lair) carry her through Banishment, Hold Monster, and Polymorph. Once Bloodied with no breath available, she Shapechanges mid-flight into a sparrow and laughs from a tree branch a hundred feet up. The party will not catch her. They will, however, owe her a riddle.
Have her ask one question before the first attack. The party's answer is the encounter's tone for the next four rounds.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.