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    Copper Dragon 5e: Every Age, Both Breaths and the 2024 Trickster

    The copper dragon is a chaotic good metallic dragon that comes in four ages, from a CR 1 wyrmling to a CR 21 ancient. The adult is CR 14 (11,500 XP) with AC 18, 184 hit points, a climb speed as fast as its walking speed, and two breath weapons: a line of Acid Breath and a cone of Slowing Breath that takes away reactions, halves speed, and stops a creature from using both an action and a bonus action. In 2014 the two breaths share one recharge. In 2024, Slowing Breath has no recharge at all and can replace one of its Rend attacks every turn. The 2024 adult and ancient also gain at-will Mind Spike, Shapechange and a psychic legendary action called Giggling Magic.

    Table of Contents

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    Copper Dragon Ages at a Glance

    AgeSizeCR (XP)ACHP (2014 / 2024)Acid BreathSlowing BreathBreath DC
    WyrmlingMedium1 (200)162220-ft line, 18 (4d8)15-ft cone11
    YoungLarge7 (2,900)1711940-ft line, 40 (9d8)30-ft cone14
    AdultHuge14 (11,500)1818460-ft line, 54 (12d8)60-ft cone18
    AncientGargantuan21 (33,000)21350 / 36790-ft line, 10 ft wide, 63 (14d8)90-ft cone22

    Every age is immune to acid, has blindsight and darkvision, and climbs as fast as it walks (30 feet for a wyrmling, 40 for the rest). Fly speed is 60 feet for a wyrmling and 80 for older dragons. The acid line is 5 feet wide until the ancient, which doubles it to 10.

    Copper Dragon Wyrmling Stat Block

    Copper Dragon Wyrmling

    Medium dragon, chaotic good

    Armor Class 16 (natural armor)
    Hit Points 22 (4d8+4)
    Speed 30 ft., climb 30 ft., fly 60 ft.
    STR
    15 (+2)
    DEX
    12 (+1)
    CON
    13 (+1)
    INT
    14 (+2)
    WIS
    11 (+0)
    CHA
    13 (+1)
    Saving Throws DEX +3, CON +3, WIS +2, CHA +3
    Skills Perception +4, Stealth +3
    Damage Immunities acid
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 1 (XP 200; PB +2)

    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
    Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Copper Dragon Wyrmling

    Medium Dragon (Metallic), Chaotic Good

    Armor Class 16
    Initiative +3 (13)
    Hit Points 22 (4d8 + 4)
    Speed 30 ft., climb 30 ft., fly 60 ft.
    STR
    15 (+2)save +2
    DEX
    12 (+1)save +3
    CON
    13 (+1)save +1
    INT
    14 (+2)save +2
    WIS
    11 (+0)save +2
    CHA
    13 (+1)save +1
    Skills Perception +4, Stealth +3
    Immunities acid
    Senses Darkvision 60 ft., Blindsight 10 ft.; Passive Perception 14
    Languages Draconic
    Challenge 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-footwide 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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    A wyrmling is a CR 1 fight for low-level parties: 22 hit points, a +4 bite (2014) or Rend (2024) for 7 damage, and an acid line for 18 on a failed DC 11 Dexterity save. The 2014 wyrmling has one breath every few rounds, because both breaths share a single Recharge 5–6. The 2024 wyrmling can use Slowing Breath as its action any turn it likes, so it never runs out of ways to keep a party from chasing it.

    Young Copper Dragon Stat Block

    Young Copper Dragon

    Large dragon, chaotic good

    Armor Class 17 (natural armor)
    Hit Points 119 (14d10+42)
    Speed 40 ft., climb 40 ft., fly 80 ft.
    STR
    19 (+4)
    DEX
    12 (+1)
    CON
    17 (+3)
    INT
    16 (+3)
    WIS
    13 (+1)
    CHA
    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 (XP 2,900; PB +3)

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
    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.
    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.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Young Copper Dragon

    Large Dragon (Metallic), Chaotic Good

    Armor Class 17
    Initiative +4 (14)
    Hit Points 119 (14d10 + 42)
    Speed 40 ft., climb 40 ft., fly 80 ft.
    STR
    19 (+4)save +4
    DEX
    12 (+1)save +4
    CON
    17 (+3)save +3
    INT
    16 (+3)save +3
    WIS
    13 (+1)save +4
    CHA
    15 (+2)save +2
    Skills Deception +5, Perception +7, Stealth +4
    Immunities acid
    Senses Darkvision 120 ft., Blindsight 30 ft.; Passive Perception 17
    Languages Common, Draconic
    Challenge 7 (XP 2,900; PB +3)

    Actions

    Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.
    Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
    Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-footwide Line. Failure: 40 (9d8) Acid damage. Success: Half damage.
    Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    At CR 7, the young dragon is where copper dragons start to feel like dragons: 119 hit points, 10-foot reach, a 40-damage acid line, and 80 feet of flight. The 2014 young dragon bites (15) and claws twice (11 each) for 37 damage if everything hits. The 2024 version makes three Rend attacks for 15 each, 45 if everything hits, and can trade one Rend for a Slowing Breath.

    Adult Copper Dragon Stat Block

    Adult Copper Dragon

    Huge dragon, chaotic good

    Armor Class 18 (natural armor)
    Hit Points 184 (16d12+80)
    Speed 40 ft., climb 40 ft., fly 80 ft.
    STR
    23 (+6)
    DEX
    12 (+1)
    CON
    21 (+5)
    INT
    18 (+4)
    WIS
    15 (+2)
    CHA
    17 (+3)
    Saving Throws DEX +6, CON +10, WIS +7, CHA +8
    Skills Deception +8, Perception +12, Stealth +6
    Damage Immunities acid
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
    Languages Common, Draconic
    Challenge 14 (XP 11,500; PB +5)

    Traits

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

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
    Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
    Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom 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 (Recharge 5–6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 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.

    Legendary Actions

    The adult copper dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The adult copper dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.
    Tail Attack. The dragon makes a tail attack.
    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Adult Copper Dragon

    Huge Dragon (Metallic), Chaotic Good

    Armor Class 18
    Initiative +11 (21)
    Hit Points 184 (16d12 + 80)
    Speed 40 ft., climb 40 ft., fly 80 ft.
    STR
    23 (+6)save +6
    DEX
    12 (+1)save +6
    CON
    21 (+5)save +5
    INT
    18 (+4)save +4
    WIS
    15 (+2)save +7
    CHA
    18 (+4)save +4
    Skills Deception +9, Perception +12, Stealth +6
    Immunities acid
    Senses Darkvision 120 ft., Blindsight 60 ft.; Passive Perception 22
    Languages Common, Draconic
    Challenge 14 (XP 11,500, or 13,000 in lair; PB +5)

    Traits

    Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
    Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.
    Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-footwide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.
    Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-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.
    Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
    • At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (beast or humanoid form only, no temporary hit points gained from the spell, and no concentration or temporary hit points required to maintain the spell)
    • 1/Day Each: Greater Restoration, Major Image

    Legendary Actions

    Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the adult copper dragon can expend a use to take one of the following actions. The adult copper dragon regains all expended uses at the start of each of its turns.

    Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can’t take this action again until the start of its next turn.
    Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can’t take this action again until the start of its next turn.
    Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The adult is the age this guide covers in the most depth. The two editions are very different creatures:

    • •2014 adult: Frightful Presence (DC 16 Wisdom save or frightened), then bite (17) and two claws (13 each). Its legendary actions are a tail attack with 15-foot reach (15 damage) and a Wing Attack that knocks creatures within 10 feet prone on a failed DC 19 Dexterity save.
    • •2024 adult: three Rends at +11 for 17 slashing plus 4 acid each, with one Rend swappable for Slowing Breath or a Mind Spike (5d8 psychic, DC 17 Wisdom save for half). It casts Shapechange at will, without concentration, into a Beast or Humanoid form. Its legendary actions are Giggling Magic (DC 17 Charisma save, 7d6 psychic, and the target subtracts 1d6 from its ability checks and attack rolls until the end of its next turn), Mind Jolt (a Mind Spike) and Pounce (move half its speed and Rend).

    In its lair, the 2024 adult gets a fourth Legendary Resistance and a fourth legendary action, and is worth 13,000 XP. The SRD gives no lair actions or regional effects for copper dragons in either edition, so anything beyond those numbers is your own design.

    Ancient Copper Dragon Stat Block

    Ancient Copper Dragon

    Gargantuan dragon, chaotic good

    Armor Class 21 (natural armor)
    Hit Points 350 (20d20+140)
    Speed 40 ft., climb 40 ft., fly 80 ft.
    STR
    27 (+8)
    DEX
    12 (+1)
    CON
    25 (+7)
    INT
    20 (+5)
    WIS
    17 (+3)
    CHA
    19 (+4)
    Saving Throws DEX +8, CON +14, WIS +10, CHA +11
    Skills Deception +11, Perception +17, Stealth +8
    Damage Immunities acid
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 21 (XP 33,000; PB +7)

    Traits

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

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
    Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
    Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
    Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom 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 (Recharge 5–6). The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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.
    Change Shape. The dragon magically polymorphs into a humanoid or beast 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 alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, 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

    The ancient copper dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 Wisdom (Perception) check.
    Tail Attack. The dragon makes a tail attack.
    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Ancient Copper Dragon

    Gargantuan Dragon (Metallic), Chaotic Good

    Armor Class 21
    Initiative +15 (25)
    Hit Points 367 (21d20 + 147)
    Speed 40 ft., climb 40 ft., fly 80 ft.
    STR
    27 (+8)save +8
    DEX
    12 (+1)save +8
    CON
    25 (+7)save +7
    INT
    20 (+5)save +5
    WIS
    17 (+3)save +10
    CHA
    22 (+6)save +6
    Skills Deception +13, Perception +17, Stealth +8
    Immunities acid
    Senses Darkvision 120 ft., Blindsight 60 ft.; Passive Perception 27
    Languages Common, Draconic
    Challenge 21 (XP 33,000, or 41,000 in lair; PB +7)

    Traits

    Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
    Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.
    Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-footwide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.
    Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-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.
    Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
    • At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (beast or humanoid form only, no temporary hit points gained from the spell, and no concentration or temporary hit points required to maintain the spell)
    • 1/Day Each: Greater Restoration, Major Image, Project Image

    Legendary Actions

    Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the ancient copper dragon can expend a use to take one of the following actions. The ancient copper dragon regains all expended uses at the start of each of its turns.

    Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can’t take this action again until the start of its next turn.
    Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can’t take this action again until the start of its next turn.
    Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The ancient copper dragon (CR 21, AC 21) is a campaign-ending creature: 350 hit points in 2014 and 367 in 2024, a 90-foot acid line for 63 damage at DC 22, and Rends that deal 28 damage each in 2024 (19 slashing plus 9 acid). The 2024 ancient has four Legendary Resistances (five in its lair) and adds Project Image once per day. Its Mind Spike and the Mind Jolt legendary action use the level 5 version of the spell: 6d8 psychic, DC 21 Wisdom save for half.

    The 2014 ancient is the only 2014 copper dragon with Change Shape: it can polymorph into a Humanoid or Beast with a CR no higher than its own, keeping its hit points, mental scores, Legendary Resistance and alignment. In 2024 both the adult and the ancient get the same idea through at-will Shapechange (Beast or Humanoid only).

    What Changed in 2024

    2014 copper dragons2024 copper dragons
    Breath rechargeAcid and Slowing share one Recharge 5–6Acid Breath is Recharge 5–6; Slowing Breath has no recharge
    Slowing Breath effectNo reactions, half speed, one attack per turn, action or bonus action. Lasts 1 minute, save at end of each turnNo reactions, half speed, action or bonus action. Lasts until the end of the target's next turn
    Attacks (young and older)Bite + two claws, plus tail (adult, ancient)Three Rends; adult and ancient add acid damage
    Frightful PresenceAdult and ancientRemoved
    SpellsNoneAdult and ancient: Detect Magic, Mind Spike, Minor Illusion, Shapechange at will; Greater Restoration and Major Image 1/day (ancient adds Project Image)
    Legendary actionsDetect, Tail Attack, Wing AttackGiggling Magic, Mind Jolt, Pounce
    Saving throw proficienciesDex, Con, Wis, ChaDex, Wis
    Ancient HP / Charisma350 / 19367 / 22

    The 2024 Slowing Breath is weaker per use (one round instead of up to a minute, and no limit on attacks) but much more available. A 2014 adult might slow the party once in a fight. A 2024 adult can do it every turn.

    How Copper Dragons Fight

    Slowing Breath shuts down the party's best turns. A slowed creature can't take reactions, moves at half speed, and gets either its action or its bonus action, not both. In 2014 it also can't make more than one attack on its turn, which cancels Extra Attack: a level 11 fighter goes from three attacks to one for up to a minute. In 2024 the attack limit is gone, but the dragon can reapply the effect every turn. Use it on whoever gets the most out of reactions and bonus actions: the paladin, the rogue, the cleric with healing bonus-action spells, and anyone who would make an opportunity attack as the dragon flies away.

    Then go vertical. A copper dragon climbs as fast as it walks and flies at 80 feet. Fight it in a canyon, a quarry, a cliffside ruin. Slowed characters with half speed can't climb after it, and without reactions they can't take an opportunity attack when it leaves.

    Line up the acid. The acid line is only 5 feet wide (10 for an ancient), so the dragon wants the party in a corridor, a bridge or a single-file cliff path. A 60-foot line through three characters on a failed DC 18 save is 162 damage spread across the party.

    The 2024 adult's turn. Against AC 18, Rend at +11 hits on a 7 or higher, 70% of the time. Three Rends average about 45 damage a turn. A typical 2024 adult turn: two Rends and a Slowing Breath on its own action, then Giggling Magic and Mind Jolt after other creatures' turns, and a Pounce to reposition or finish a downed target. Giggling Magic's 1d6 penalty to attack rolls is the defensive move: aim it at whoever is about to make their big attack.

    The 2014 adult's turn. Frightful Presence, bite and two claws: about 30 damage against AC 18. Three tail attacks as legendary actions add about 31 more, with 15-foot reach so it can hit characters who aren't adjacent. Use Wing Attack when it's surrounded, then fly up half its speed.

    A good dragon doesn't fight to the death. Copper dragons are chaotic good in both editions. Unless the party has wronged it badly, a copper dragon fights to make a point and stops when it's made. Have it break off at half hit points, mock the party from a ledge, and offer terms.

    Running a Copper Dragon Encounter

    Using the 2024 XP budget (SRD 5.2.1) for four characters:

    Copper dragonXPFits a party of 4 atDifficulty
    Wyrmling200Level 1Low (budget 200)
    Young2,900Level 5Moderate (budget 3,000)
    Adult11,500 (13,000 in lair)Level 11Moderate (budget 11,600); the 13,000 lair XP makes it High
    Ancient33,000 (41,000 in lair)Level 18Moderate (budget 34,800)

    A single dragon against four characters is a lopsided action economy, even with legendary actions. Add allies (kobolds, a bodyguard, illusions with real creatures behind them) or terrain if you want the fight to last. The 2014 Dungeon Master's Guide guidelines (used by our encounter calculator) rate a lone adult copper dragon as Hard for four level 11 characters.

    Most copper dragon encounters shouldn't start with initiative. A chaotic good dragon with Deception +8 or +9 is a quest giver, a rival, a disguised patron, or a test the party has to pass. If combat starts, it's usually because the party tried to steal from it, threatened its territory, or failed to see through an illusion.

    How Players Beat Copper Dragons

    • •Don't use acid. Every age is immune. Everything else works normally. There are no resistances or vulnerabilities.
    • •Spread out. The cone catches clumps, and the line catches rows. Stand in a loose wedge, never single file.
    • •Burn Legendary Resistance cheaply. Adults and ancients have 3 or 4 a day (4 or 5 in a 2024 lair). Low-level save spells force it to spend them before your big one lands.
    • •Target the weak saves. The 2024 adult lost its Constitution and Charisma save proficiencies: Constitution +5, Charisma +4, Intelligence +4. Banishment (Charisma) is much better against a 2024 copper dragon than a 2014 one (Charisma +8).
    • •Counter its spells. A 2024 adult casts Mind Spike constantly. Counterspell works on it, and Mind Spike needs concentration, so damage can end its "always knows where you are" effect.
    • •Ground it. A dragon that can't fly can't reposition. Fighting it inside a cave or under a low ceiling takes away its best tactic.
    • •Talk. It's chaotic good. A party that makes it laugh, flatters it, or brings it something interesting may never have to fight.

    Copper Dragon Encounter Ideas

    The innkeeper. A cheerful innkeeper on a mountain pass is an adult copper dragon in Humanoid form (2024 Shapechange, or Change Shape for a 2014 ancient). It has kept the pass safe from bandits for decades. A new party member's past bounty brings hunters to the inn, and the innkeeper has to decide whose side it's on.

    Acid against acid. A black dragon is moving into a young copper dragon's canyon. Neither can hurt the other with its breath, since both are immune to acid. The copper dragon offers the party a deal: help it drive the intruder out, and it will owe them a favor.

    The kobold poachers. Kobolds have captured a copper dragon wyrmling to sell. The party can free it, but the wyrmling doesn't trust anyone and keeps using Slowing Breath on its rescuers. Its parent is already looking.

    For a side-by-side with the other metallic dragons, see the brass, bronze, silver and gold dragon guides. A copper dragon that bargains with the party will expect them to keep their word; Loreify can record your sessions so you have every promise in the notes when it comes to collect.

    Frequently Asked Questions

    What CR is a copper dragon in 5e?

    A copper dragon wyrmling is CR 1, a young copper dragon is CR 7, an adult is CR 14 and an ancient is CR 21. The 2024 adult and ancient are worth more XP in their lairs (13,000 and 41,000).

    What does a copper dragon's Slowing Breath do?

    Creatures in the cone make a Constitution save. On a failure they can't take reactions, their speed is halved, and they can use only an action or a bonus action on their turn. In 2014 they also can't make more than one attack, and the effect lasts up to a minute. In 2024 it lasts until the end of their next turn but has no recharge.

    Is a copper dragon good or evil?

    Copper dragons are chaotic good in both the 2014 and 2024 SRD. They're metallic dragons, so most encounters with them are social rather than fights.

    What is a copper dragon immune to?

    Acid. Every age of copper dragon has immunity to acid damage, and none has resistances or vulnerabilities.

    What's the difference between a copper dragon and a black dragon?

    Both breathe a line of acid. The black dragon is a chromatic, chaotic evil dragon with a swim speed. The copper dragon is a metallic, chaotic good climber with a second breath (Slowing Breath) and, in 2024, illusion and mind magic.

    Can a copper dragon change shape?

    In 2014, only the ancient copper dragon has Change Shape. In 2024, the adult and ancient can cast Shapechange at will into a Beast or Humanoid form, with no concentration needed.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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