Medium Dragon (Metallic), Chaotic Good
- AC
- 16
- Initiative
- +3 (13)
- HP
- 22 (4d8+4)
- Speed
- 30 ft., Climb 30 ft., Fly 60 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 12 | +1 | +3 |
| CON | 13 | +1 | +1 |
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +2 |
| CHA | 13 | +1 | +1 |
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10+2) Slashing damage.
Acid Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-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.
How to run Copper Dragon Wyrmling
A copper dragon wyrmling on the party's side is a roleplay engine first and a combat unit second. Coppers are tricksters by nature, and a wyrmling is the size of a large dog, mouthy, and convinced it is the cleverest creature in any room it enters. The party probably acquired it by rescuing it from poachers, hatching it from an egg, or winning it off another copper in a riddle game the dragon insists it threw on purpose. Whatever the origin, this dragon has opinions and will share them at length.
In combat, the wyrmling is fragile. AC 16, 22 HP, +4 to hit. Do not put it in melee. Its job is Slowing Breath, which is the most underrated CR 1 ability in the bestiary: 15-foot cone, DC 11 Con save, on a fail the target loses Reactions, has half Speed, and can take an action or a bonus action but not both. That is action-economy denial against a melee enemy in a tier-one fight, and it does not require the recharge die that Acid Breath does. Open with Slowing Breath on a brute enemy, then circle at 60 ft. fly speed and pepper with Rend when no save-target is available.
Acid Breath is the panic button. 20-foot line, DC 11 Dex, 18 acid on a fail. Use it when two or more enemies cluster, when the wyrmling is bloodied, or when the players ask for a big moment. It is on Recharge 5 to 6, so it usually only fires once per fight at this level.
The narrative cost of having the dragon along is that it argues. It will refuse to fight evil-aligned NPCs the party wants to negotiate with (it would rather negotiate too, with worse terms), and it will absolutely refuse to attack other metallic dragons or dragonkin. When it grows up the players will have a CR 14 ally, but only if they treat it well now. If they treat it like a pet, it leaves the moment it can.
Give the dragon a name it chose for itself, three syllables, mostly vowels, and let the players mispronounce it until the dragon corrects them.
A hostile copper dragon wyrmling is usually defending a hoard, an egg-clutch sibling, or its parent's lair while the parent is away. It is not a serious threat to a balanced party of level 3 or higher, but it is a memorable fight if you let it act in character. Coppers are pranksters even when angry, so the wyrmling taunts, dodges, and uses the terrain rather than standing and trading damage.
Open with Slowing Breath on the heaviest melee threat. The DC 11 Con save will catch fighters in heavy armor with low Constitution, and the half-speed plus no-Reactions effect lets the dragon kite at 60 ft. fly speed without taking opportunity attacks. If the party clusters, save Acid Breath for the cluster. The 4d8 acid in a line averages 18, which is enough to drop a low-level wizard who failed the save.
Use the climb speed of 30 ft. and fly speed of 60 ft. to stay on the ceiling of the lair. Most parties at this tier do not have ranged answers that matter, and the wyrmling is happy to land for one Rend then take off again. Stealth +3 plus Darkvision 60 means it sets up the first round before the party knows it is there, which is fair given its 22 HP.
The wyrmling does not fight to the death. At half HP it withdraws, hides, and sends for its parent. If the party pursues, that is their problem. If the party retreats, the dragon will remember faces and ambush them on the way out of the dungeon.
Have the wyrmling laugh when a PC misses an attack. The laugh changes the fight's tone immediately.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.