Large dragon (metallic dragon), chaotic good
Armor Class 17 (Natural Armor)
Hit Points 119 (14d10+42)
Speed 40 ft., climb 40 ft., fly 80 ft.
Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 12 (+1) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) |
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities acid
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 7 (2,900 XP)
ACTIONS
- Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
- Multiattack (suggested). The dragon makes four attacks.
- Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Kick (suggested). Melee Weapon Attack: +7 to hit, reach 10 ft., one target behind the dragon. Hit: 11 (2d6 + 4) slashing damage. The target must succeed on a DC 15 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 15 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +7 to hit, reach 5 ft., one or more targets on the ground. Hit: 15 (2d10 + 4) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+3) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 14 Constitution saving throw or be pinned under the dragon, taking 15 (2d10 + 4) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 14 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
- Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 11 (2d6 + 4) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
- Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. In addition, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
- Wing Buffet (suggested). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. In addition, the target must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the dragon due to the gust of wind produced by the wing buffet.
- Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution 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. In addition, the creature can use either an action or a bonus action on its turn, but not both. 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Young copper dragons are large, winged reptiles with metallic scales that range from dull brown to bright copper. They have long, curved horns that sweep back from their forehead, and a frill of spines that runs from their chin to their chest. Their eyes are yellow or orange, and sparkle with mischief. Young copper dragons are playful and humorous creatures, who love to tell jokes, riddles, and stories. They are fond of pranks and tricks, and often use their shapechanging abilities to disguise themselves as other creatures or objects. They are friendly and sociable, and enjoy meeting new people and learning new things. They have a strong sense of curiosity and adventure, and will explore any place that catches their interest. They are also loyal and courageous, and will fight to protect their friends and allies from harm.
COMBAT
Young copper dragons are skilled fighters, using their natural weapons and breath weapons to defeat their enemies. They prefer to fight in the air, diving down to bite and claw at their foes, or unleashing a blast of acid or slowing gas from their mouths. Their acid breath can corrode multiple targets in a line, while their slowing breath can impair the movement and actions of anyone who gets too close. Young copper dragons are also proficient at using magic, casting spells that enhance their abilities or hinder their enemies. They favor spells that manipulate earth, metal, or fire, such as earth tremor, heat metal, or fireball. Young copper dragons are not aggressive or violent, but they are not afraid to stand up for themselves or their friends. They will try to avoid unnecessary conflict, and will often use humor or diplomacy to defuse tense situations.
HABITAT / SOCIETY
Young copper dragons are usually found in dry uplands and on hilltops, where they make their lairs in narrow caves. They like to decorate their homes with various treasures and trinkets they have collected over the years, such as coins, gems, art objects, or magic items. They often share their lairs with other creatures, such as animals, fey, or humanoids, who they consider as friends or guests. Young copper dragons are sociable and outgoing, and often travel to nearby towns and villages, where they can interact with other races and cultures. They are usually welcomed by the locals, who appreciate their humor and generosity. Young copper dragons are loyal to their family and clan, and will heed the advice of their elders. They respect the authority of the dragon king or queen who rules over their region, and will obey their commands unless they go against their moral code. Young copper dragons are also allies of the metallic dragon council, a group of ancient dragons who work together to protect the world from evil.
ECOLOGY
Young copper dragons are omnivorous creatures, who feed on a variety of foods from both land and air. They prefer fresh meat, such as deer, goat, or bird, but will also eat fruits, nuts, grains, and cheese. They have a keen sense of taste and smell, and enjoy trying new foods and drinks. Young copper dragons do not need to sleep much, but they do need to rest periodically to recharge their magical energy. They often meditate or nap in sunny spots near their lair, where they can bask in the warmth of the sun. Young copper dragons have a positive impact on their environment, as they help maintain the balance of nature and protect it from harm. They aid the growth of plants and animals, enrich the soil with minerals, and prevent natural disasters such as landslides or wildfires. They also oppose any threats to their habitat, such as pollution, mining, logging, or invasion by hostile forces.