277
System Reference Document 5.2.1
Pounce. The dragon moves up to half its Speed, and it 
makes one Rend attack.
Ancient Copper Dragon
Gargantuan Dragon (Metallic), Chaotic Good
AC 21  Initiative +15 (25)
HP 367 (21d20 + 147)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 27 +8 +8 Dex 12 +1 +8 Con 25 +7 +7
Int 20 +5 +5 WIS 17 +3 +10 Cha 22 +6 +6
Skills Deception +13, Perception +17 , Stealth +8
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; 
Passive Perception 27
Languages Common, Draconic
CR 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 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 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-foot-
wide 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 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 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.
Couatl
Couatl
Medium Celestial, Lawful Good
AC 19  Initiative +5 (15)
HP 60 (8d8 + 24)
Speed 30 ft., Fly 90 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 20 +5 +5 Con 17 +3 +5
Int 18 +4 +4 WIS 20 +5 +7 Cha 18 +4 +4
Resistances Bludgeoning, Piercing, Slashing
Immunities Psychic, Radiant
Senses Truesight 120 ft.; Passive Perception 15
Languages All; telepathy 120 ft.
CR 4 (XP 1,100; PB +2)
Traits
Shielded Mind. The couatl’s thoughts can’t be read by 
any means, and other creatures can communicate with 
it telepathically only if it allows them.
Actions
Bite. Melee Attack Roll: +7 , reach 5 ft. Hit: 11 (1d12 
+ 5) Piercing damage, and the target has the Poisoned 
condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium 
or smaller creature the couatl can see within 5 feet. 
Failure: 8 (1d6 + 5) Bludgeoning damage. The target has 
the Grappled condition (escape DC 13), and it has the 
Restrained condition until the grapple ends.
Spellcasting. The couatl casts one of the following 
spells, requiring no spell components and using Wis-
dom as the spellcasting ability (spell save DC 15):
At Will: Detect Evil and Good, Detect Magic, Detect 
Thoughts, Shapechange (Beast or Humanoid form 
only, no Temporary Hit Points gained from the spell, 