Ancient Copper Dragon · CR 21
Type: Dragon · Size: Gargantuan · Grade: Mythic (capacity 50,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Ancient Acidic Gland | Elemental (Earth), Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Ancient Copper Draconic Blood | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | – | Necrotic, Poison |
| Ancient Copper Draconic Heart | Creature Part, Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Ancient Slowbreath Sac | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Cold, Force, Piercing | – |
| Frontal Lobe | Psychotropic, Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Poison | Psychic |
| Skull | Bone, Trophy | Mythic | 50,000 | Medicine or Survival 25 | heavy · 1 | Bludgeoning, Force, Thunder | – |
| Teeth | Trophy | Mythic | 50,000 | Medicine or Survival 25 | medium · 1 | Bludgeoning, Force, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Mythic), DC 30.
- Alkahide – from Acid
- Ossicle Bones – from Blindsight
- Night Eyes – from Darkvision
- Ascenders – from Climb
- Aerial Locomotion Structure – from Flight (wings)
Part descriptions
Ancient Acidic Gland
A throat gland that reeks of acid fumes; it brews the fluid behind a dragon’s breath.
Use: swallow it (action) and make a DC 15 Constitution save. Failure – you take 3d8 acid damage. Success – you breathe acid in a 45-foot line, 5 feet wide; each creature there makes a DC 15 Dexterity save, taking 7d8 acid damage on a failure or half on a success.
Good for: breath and acid items.
Ancient Copper Draconic Blood
Dark, aquamarine dragon blood with a faint arcane spark in it.
Use: can replace the magic ink for copying spells into a spellbook – it covers up to 100 gp of ink.
Good for: scrolls (excellent fit).
Ancient Copper Draconic Heart
A metallic-red, leathery dragon heart with a dim glow – said to hold the dragon’s pride and might.
Use: eat it (action) and make a DC 15 Wisdom save. Success – you can’t be frightened for 24 hours.
Good for: items that cause or resist fear, and dragon-themed items (excellent fit).
Ancient Slowbreath Sac
A sac from beside a dragon’s lungs, full of thin red gas that makes everything sluggish.
Use: throw it and it bursts into a 25-foot-radius cloud that seeps through gaps and around corners. Each creature in it makes a DC 19 Constitution save. Failure – until the end of its next turn its speed is halved, it takes −2 to AC and Dexterity saves, and it can’t take reactions or Dash. The cloud stays for 1 minute.
Good for: items that slow (excellent fit).
Statblock
Ancient Copper Dragon – SRD 5.2
Gargantuan Dragon, Chaotic Good
AC 21 · HP 367 (21d20 + 147) · Speed 40 ft., Climb 40 ft., Fly 80 ft.
Score Save Score Save STR 27 (+8) +8 INT 20 (+5) +5 DEX 12 (+1) +8 WIS 17 (+3) +10 CON 25 (+7) +7 CHA 22 (+6) +6 Skills Deception +13, Perception +17, Stealth +8
Immunities Acid
Senses Darkvision 120 ft., Blindsight 60 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 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, Minor Illusion, Shapechange · 1/Day each: Greater Restoration, Major Image, Project Image
Legendary Actions
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 4 version). The dragon can’t take this action again until the start of its next turn.
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.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 148); SRD 5.1 (size) – part descriptions rewritten in our own words.