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Ancient Copper DragonCreature 17


UncommonCGHugeDragonEarth
Source Pathfinder Bestiary
Perception +30 (darkvision, scent (imprecise) 60 feet)
Languages Common, Draconic, Dwarven, Elven, Gnomish
Skills Acrobatics +30, Athletics +31, Crafting +31, Deception +29, Performance +31, Society +29, Stealth +30
Str +8, Dex +5, Con +5, Int +6, Wis +5, Cha +6

AC 41; Fort +30; Reflex +32; Will +32; +1 status to all saves vs. magic
HP 345
Speed 50 feet (climb 50 feet, fly 200 feet)
Immunities acid, paralyzed, sleep

Jaws One Action +33 (+28, +23) to hit (acid, magical, reach 15) 3d8 Acid + 3d10+16 Piercing
Claw One Action +33 (+29, +25) to hit (agile, magical, reach 10) 3d10+16 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 20) 2d10+14 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Climb Stone

The dragon's climb speed functions only when climbing stone surfaces

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 35 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Slow Aura (arcane, aura, enchantment)

10 feet Aura


Each creature that ends its turn in the aura must succeed at a DC 37 will saving throw or be Slowed 1 for 1 round (or Slowed 2 on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura.

Twisting Tail Reaction

Trigger A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.


Effect The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action.

Breath Weapon Two Actions (acid, arcane, evocation, transmutation)

The copper dragon breathes in one of two ways.

The dragon can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

When the dragon scores a critical hit with a Strike, it recharges Breath Weapon.

Mass Laughter Two Actions (arcane, emotion, enchantment, mental)

Frequency once per day


Effect The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 will save or suffer the effects of a 9th-level Hideous Laughter spell for 1 minute.


Arcane Innate Spells (DC 39, +31 to hit)

1st Level: Grease (At Will)
2nd Level: Hideous Laughter (At Will)
4th Level: Shape Stone (At Will)
5th Level: Wall of Stone


Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.

Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.

A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.


Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.

In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.