276
System Reference Document 5.2.1
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.
Young Copper Dragon
Large Dragon (Metallic), Chaotic Good
AC 17   Initiative +4 (14)
HP 119 (14d10 + 42)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 Dex 12 +1 +4 Con 17 +3 +3
Int 16 +3 +3 WIS 13 +1 +4 Cha 15 +2 +2
Skills Deception +5, Perception +7 , Stealth +4
Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft.; 
Passive Perception 17
Languages Common, Draconic
CR 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-foot-
wide 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.
Adult Copper Dragon
Huge Dragon (Metallic), Chaotic Good
AC 18  Initiative +11 (21)
HP 184 (16d12 + 80)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 23 +6 +6 Dex 12 +1 +6 Con 21 +5 +5
Int 18 +4 +4 WIS 15 +2 +7 Cha 18 +4 +4
Skills Deception +9, Perception +12, Stealth +6
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; 
Passive Perception 22
Languages Common, Draconic
CR 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 suc-
ceed 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-foot-
wide 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 dragon can expend a use to 
take one of the following actions. The 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.