Kryx RPGThemes
Young Copper Dragon

Young Copper Dragon

Large dragon
Challenge
7

STR
4
DEX
2
CON
3
INT
3
WIS
1
CHA
2

119
14d10+42
20
Soak
2
Fort
+5
Ref
+5
Will
+4
Defense note natural armor
Damage immunities acid

Speed 8 m., climb 8 m., fly 20 m.
Skills Athletics +6 (17), Brawn +6 (17), Deception +4 (15), Insight +1 (12), Perception +3 (14), Primal (Cha) +4 (15), Stealth +4 (15)
Senses blindsight 5 m., darkvision 20 m.
Languages Common, Draconic

Maneuvers. The young copper dragon uses maneuvers (maneuver save Difficulty 15). It has 7 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

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

2 stamina dice: tear tendon

Spellcasting. The young copper dragon uses Primal (Cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 3 mana, a mana limit of 2, 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, 9th-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, meld into stone, move earth, stone shape, stoneskin

Actions (3)

Bite (1/turn). Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 15 (2d10 + 4) piercing damage.

Claw (2/turn). Melee Weapon Attack: +6 to hit. Hit: 11 (2d6 + 4) slashing damage.

Acid Breath (Costs 2 actions; Recharge 5–6). The young copper dragon exhales acid in a 5-meter cone or line. Each creature in that area must make a Difficulty 14 Reflex saving throw. On a failure, a creature takes 36 (8d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and a creature’s armor or natural armor is corroded 2 until the end of the young copper dragon’s next turn. On a success, a creature takes half the initial damage.

Slowing Breath (Costs 2 actions; Recharge 5–6). The young copper dragon exhales gas in a 5-meter cone or line. Each creature in that area must succeed on a Difficulty 14 Fortitude saving throw. On a failure, the creature is slowed 3 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.

Hillsrd

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

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 that is not a construct or an undead 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.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of 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 can repeat the saving throw, ending the effect on itself on a success.

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 failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

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

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, 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 make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

As an action, your skin transforms to be as hard as stone. You have a Soak of 2 or your Soak increases by 2 until the end of your next turn.

1 minute

As an action, you can touch a piece of nonmagical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 2 kilos in weight, such as a dagger, sword, crowbar, or steel shield. This object remains in this form for the duration or until broken or destroyed, at which point it shrinks back to its original size and shape.

If you cast this spell multiple times, you can only cause up to two objects to grow, and you can dismiss such an effect on your turn (no action required).

At higher levels

The maximum weight of objects that the object can grow into with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

As an action, you can frighten a creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

As an action, choose a portion of dirt or stone that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d8 bludgeoning damage. On a miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armoris corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armoris corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d8 for each additional mana expended.

As an action, you bombard an area with rocks. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, a pillar of stone bursts from a place on the ground that you can see within 20 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter.

A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain that is twice as wide as its normal radius that lasts until the rubble is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

On a success, the creature moves up to 1 meter to the nearest space.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Augment

You can create one additional pillar for each additional mana expended.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 1 minute/mana

As an action, corrosive acid eats away at a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 4d6 acid damage and its armor or natural armoris corroded 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and its armor or natural armoris corroded 2 until the end of its next turn.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

You can increase the damage by 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, yellow strips of magical energy lash out at a creature that you can touch or see within 100 meters which must make a Reflex saving throw.

On a failure, its flying speed (if any) is reduced to 0 meters for the duration. An airborne creature affected by this spell descends at 20 meters per round until it reaches the ground or the spell ends.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack that you can see, your skin turns as hard as stone. Until the start of your next turn, including against the triggering attack, choose one of the following options:

  • Roll a d4 and add the result to your Defense
  • You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine You can do so after the roll but before any effects of the roll occur.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

  • Stone’s Shelter. You can expend 2 additional mana to instead become encased in stone as the attack’s damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid stone springs into existence around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.

    The dome is an object made of stone that can be damaged and thus breached. It has 16 Defense and 80 Health. Reducing the dome to 0 health destroys it.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of 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 can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, a giant stalagmite lances up out of the ground within 10 meters. A stalagmite is cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a stalagmite is created under a creature, it must make a Reflex saving throw.

On a failure, it takes 2d10 piercing damage and is knocked prone if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Stalagmites created by this spell persist. They can provide cover. A stalagmite has 12 Defense, 2 Soak, and 20 Health.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d10, increase the stalagmite’s Defense by 2, and increase the stalagmite’s Health by 15 for each additional mana expended.

  • You can create an additional stalagmite for each additional mana expended. Additional augments to the damage increase the damage by 1d10, increase the stalagmite’s Defense by 1, and increase the stalagmite’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one stalagmite, it can’t be knocked prone by other stalagmites from this casting of the spell.

As an action, a tremor ripples out from you along the ground. Each creature other than you on the ground in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 1d8 bludgeoning damage and is knocked prone.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-meter diameter portion requiring at least 1 minute to clear by hand.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Tremors. You can expend 2 additional mana so it deals no damage, but the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

concentration, 5 minutes/mana

As two actions, you create a cloud of acidic, green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armoris corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armoris corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

The acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.

As an action, you can cause the fog to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the fog from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

As two actions, acidic rain falls to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d10 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armoris corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armoris corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d10 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to acid. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to acid damage for the duration and the first time on each turn the creature takes acid damage, it takes an extra 2d6 acid damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, a fountain of churned earth and stone erupts from a point on the ground within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The ground in the spell’s area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, small fissures continuously open and close on the ground in a sphere centered on a point within 20 meters for the duration. The fissures turn the ground into difficult terrain for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is knocked prone.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

As an action, you can cause the fissures to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the fissures from moving if it is within 20 meters of you. Any difficult terrain that is no longer in the fissures returns to normal.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for every two additional mana expended.

  • You can expend 1 additional mana so the duration changes to 1 hour/mana.

(ritual); 3 hours/mana

As two actions, you step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Augment

Stone Meld. You can expend 1 additional mana to change the duration to 5 minutes/mana. For the duration, you can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

concentration, 1 hour/mana

As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.

Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

As two actions, you touch a stone object of Medium size or smaller or a section of stone no more than 1 meter in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1 meter thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Augment

You can manipulate an object of 1 larger size (Large, Huge, and Gargantuan) and the section of stone by 1 meter in any dimension for each additional mana expended.

1 minute/mana

As two actions, your flesh turns as hard as stone. You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine for the duration.

Augment

You can expend 1 additional mana to target a creature you can touch or see within 10 meters.