Dragons of Curiosity and Community
Habitat: Hill; Treasure: Arcana
Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.
Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.
Copper Dragon Wyrmling
Copper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life.
Copper Dragon Wyrmling
Medium Dragon (Metallic), Chaotic Good
AC 16 Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 30 ft., ปีนป่าย 30 ft., Fly 60 ft.
Mod | Save | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Dex | 12 | +1 | +3 |
Con | 13 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 11 | +0 | +2 |
Cha | 13 | +1 | +1 |
Skills Perception +4, Stealth +3
Immunities Acid
Senses Blindsight 10 ft., Darkvision 60 ft.; การรับรู้ตามธรรมชาติ 14
Languages Draconic
CR 1 (XP 200; PB +2)
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.