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Laylyn
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https://roll20.net/compendium/dnd5e/Young%20Bronze%20Dragon?fromList=Young%20Bronze%20Dragon&Name=&Speed=#content

Young Bronze Dragon

 

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

Actions

Multiattack: The dragon makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

Attributes

Young Bronze Dragon
Large dragon, lawful good
 
  • Armor Class 18 (Natural Armor)
  • Hit Points 142 (15d10+60)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
 
STR

21 (+5)

 

DEX

10 (+0)

 

CON

19 (+4)

 

INT

14 (+2)

 

WIS

13 (+1)

 

CHA

17 (+3)
 
  • Saving Throws Dex +3, Con +7, Wis +4, Cha +6
  • Skills Insight +4, Perception +7, Stealth +3
  • Damage Immunities Lightning
  • Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)
 
  • Amphibious. The dragon can breathe air and water.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

 

 

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Laylyn
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https://roll20.net/compendium/dnd5e/Adult%20Brass%20Dragon?fromList=Adult%20Brass%20Dragon&Name=&Speed=#content

Adult Bronze Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

Attributes

Adult Bronze Dragon
Huge dragon, lawful good
 
  • Armor Class 19 (Natural Armor)
  • Hit Points 212 (17d12+102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
 
STR

25 (+7)
DEX

10 (+0)
CON

23 (+6)
INT

16 (+3)
WIS

15 (+2)
CHA

19 (+4)
 
  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Insight +7, Perception +12, Stealth +5
  • Damage Immunities Lightning
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)
 
  • Amphibious. The dragon can breathe air and water.
  • 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:+12 to hit, reach 10 ft., one target. Hit:(2d10 + 7) piercing damage.
  • Claw. Melee Weapon Attack:+12 to hit, reach 5 ft., one target. Hit:(2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack:+12 to hit, reach 15 ft., one target. Hit:(2d8 + 7) 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 17 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.
    Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
  • 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


Adult Bronze 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. Adult Bronze Dragon regains spent legendary actions at the start of their 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
 
 
 

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Laylyn
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https://roll20.net/compendium/dnd5e/Ancient%20Bronze%20Dragon?

 

Ancient Bronze Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

Amphibious: The dragon can breathe air and water.

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) 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 20 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.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Attributes

Ancient Bronze Dragon
Gargantuan dragon, lawful good
 
  • Armor Class 22 (Natural Armor)
  • Hit Points 400 (24d20+192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
 
STR

29 (+9)
DEX

10 (+0)
CON

27 (+8)
INT

18 (+4)
WIS

17 (+3)
CHA

21 (+5)
 
  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Insight +10, Perception +17, Stealth +7
  • Damage Immunities Lightning
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge22 (41,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • 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:+16 to hit, reach 15 ft., one target. Hit:(2d10 + 9) piercing damage.
  • Claw. Melee Weapon Attack:+16 to hit, reach 10 ft., one target. Hit:(2d6 + 9) slashing damage.
  • Tail. Melee Weapon Attack:+16 to hit, reach 20 ft., one target. Hit:(2d8 + 9) 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 20 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.
    Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
  • 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


Ancient Bronze 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. Ancient Bronze Dragon regains spent legendary actions at the start of their 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 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

 

 

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Laylyn
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Reserved

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Laylyn
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https://forgottenrealms.fandom.com/wiki/Copper_dragon

Copper dragon

Copper dragons were a type of a metallic dragon.[4][7]

Description

Copper dragons had short faces, with features that included cheek ridges that pointed backwards, as well as frills on the back of their lower jaws. Their long segmented horns started as smooth brow plates above their eyes that extended backwards. From their chins, layers of triangular blades grew downward, growing more numerous as they aged. Combined together, those features gave copper dragons a pensive look. As they aged, their pupils faded away until their eyes acquired an appearance of glowing turquoise.[1][8]

Their wings were manta-like, mottled with red and green discolorations near the end. They were supported at the front by relatively short articulated alar limbs that gave them a characteristic U shape when viewed from below, as well as spines that ran the wings' length to the back, at an angle from the backbone.[8]

Newly hatched copper dragons had brown scales with a metallic tint, which grew coppery and glossy in color as the dragon aged. The scales of very old copper dragons acquired a green shade.[1][8]

Copper dragons gave off a stony scent.[8]

A dragon egg could be identified as belonging to a copper by the gold flecks seen when held in front of an intense white light, though it shared this trait with bronze dragons—the former had many tiny spots, the latter had fewer, bigger spots.[9]

Combat

When it came to open battle, copper dragons were formidable fighters.[10]

Copper dragons had two separate breath weapons. The first was a line of powerful acid, and the second was a cone of gas that slowed anyone within it.[4]

Personality

Copper dragons were usually even-tempered and sociable. They were well known for playing pranks and telling jokes and riddles. They enjoyed a good joke, riddle, funny story, or any form of good humor or wit, but became annoyed if someone didn't laugh at a joke that they made or take their pranks well. These habits made them especially fond of bards, and they appreciated their company enough that they were sometimes willing to set aside a temporary separate space for them in their lairs so they might provide entertainment.[1]

However, they could also be greedy, envious, and stingy, and particularly dangerous when their treasure hoards were at threat. Nevertheless, good companionship was just as much a treasure to them.[1]

Lairs

A copper dragon's lair was usually found in rocky, dry uplands and hilltops, created inside narrow caverns within them. False walls could be created by the dragon in the lair to hide secret chambers and their most treasured items. Other things that were worthless to the copper dragon were placed away from the main hoard in order to tease treasure-seekers. In their main hoard, copper dragons kept precious ores, artworks, and curios that they had accumulated over their long lifetimes.[1]

Relations

Copper dragons were often found in the service of the deities BrandobarisErevan Ilesere, and Vergadain.[11]

Notable Copper Dragons

 

 

 

AJ Pickett's

Dungeons and Dragons: Copper Dragon

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Laylyn
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https://roll20.net/compendium/dnd5e/Copper%20Dragon%20Wyrmling?fromList=Copper%20Dragon%20Wyrmling&Name=&Speed=#content

Copper Dragon Wyrmling

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Actions

BiteMelee 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.

Attributes

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 (200 XP)
 
 

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (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.

 

 

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https://roll20.net/compendium/dnd5e/Young%20Copper%20Dragon?fromList=Young%20Copper%20Dragon&Name=&Speed=#content

Young Copper Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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.

 
Attributes
 

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 (2,900 XP)

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: (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (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.
 
 
 

 

 

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https://roll20.net/compendium/dnd5e/Adult%20Copper%20Dragon?fromList=Adult%20Copper%20Dragon&Name=&Speed=#content

Adult Copper Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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.

 

Attributes

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 (11,500 XP)
 
  • 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: (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (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


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. Adult Copper Dragon regains spent legendary actions at the start of their 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.

 

 

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Laylyn
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https://roll20.net/compendium/dnd5e/Ancient%20Copper%20Dragon?fromList=Ancient%20Copper%20Dragon&Name=&Speed=#content

Ancient Copper Dragon

These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each 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.

 

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 (33,000 XP)
 
  • 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: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (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


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. Ancient Copper Dragon regains spent legendary actions at the start of their 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.

 

 

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Laylyn
Posts: 6483
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Joined: 2 years ago

Reserved

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