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Ancient Copper Dragon

Ancient Copper Dragon

Gargantuan dragon
Challenge
21

STR
8
DEX
3
CON
7
INT
5
WIS
3
CHA
4

350
20d20+140
28
Soak
4
Fort
+14
Ref
+12
Will
+11
Defense note natural armor
Damage immunities acid

Speed 8 m., climb 8 m., fly 20 m.
Skills Deception +11 (22), Insight +3 (14), Perception +10 (21), Primal (Cha) +11 (22), Stealth +10 (21)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The ancient copper dragon uses maneuvers (maneuver save Difficulty 23). It has 29 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, fearsome beast, fountain of blood, knockback (Claw only), spring attack, swipe (Claw only), tear flesh, trip (Tail only)

Spellcasting. The ancient copper dragon uses Primal (Cha) to cast spells (spell save Difficulty 19, +11 to hit with spell attacks). It has 10 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 26th-level spellcaster): earthen hide, ferrous growth, frighten, mold earth

1 mana: acidic spray, avalanche, bones of the earth, command, corrosive consumption, earthbind, earthen bulwark, fear, stalagmite, tremor

2 mana: acid fog, acid rain, corrosive bane, erupting earth, fissures, incite panic, meld into stone, move earth, stone shape, stoneskin, transmute rock, wall of stone

3 mana: flesh to stone

Actions (4)

Bite (1/turn). Melee Weapon Attack: +15 to hit, reach 3 m. Hit: 19 (2d10 + 8) piercing damage.

Claw (2/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 15 (2d6 + 8) slashing damage.

Tail (1/turn). Melee Weapon Attack: +15 to hit, reach 4 m. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a Difficulty 19 Will saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Costs 2 actions; Recharge 5–6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in a 20-meter cone or line. Each creature in that area must make a Difficulty 22 Reflex saving throw. On a failed save, a creature takes 90 (20d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Slowing Breath. The dragon exhales gas in a 20-meter cone or line. Each creature in that area must succeed on a Difficulty 22 Fortitude saving throw. On a failed save, the creature is staggered and its speed is halved. 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.

Change Shape (1/turn). The dragon magically polymorphs into a humanoid or animal that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its personality, health, Health Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The ancient copper dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a Difficulty 23 Reflex saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the ancient copper dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • The dragon chooses a point on the ground that it can see within 20 meters of it. Stone spikes sprout from the ground in a 5-meter radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.

  • The dragon chooses a 2-meter square area on the ground that it can see within 20 meters of it. The ground in that area turns into 1-meter-deep mud. Each creature on the ground in that area when the mud appears must succeed on a Difficulty 19 Reflex saving throw or sink into the mud and become restrained. A creature can use an action to attempt a Difficulty 19 Brawn check, freeing itself or another creature within its reach and ending the restrained condition on a success. Movement through the mud is at half speed. On initiative count 20 on the next round, the mud hardens, and the Brawn Difficulty to work free increases by 1.

Regional Effects

The region containing the ancient copper dragon's lair is warped by the ancient copper dragon’s magic, which creates one or more of the following effects:

  • Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 10 kilometers of the dragon’s lair.

  • Tiny animals such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 2 kilometers of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.

  • Intelligent creatures within 2 kilometers of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

Hillmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.