Ancient Copper Dragon icon: a horned dragon’s head, in copper
Icon by Lorc, CC BY 3.0

Ancient Copper Dragon 5e stat block

Gargantuan dragon, chaotic good · CR 21 · 2024 stat block below

Armor Class
21 (natural armor)
Hit Points
350 (20d20+140)
Speed
40 ft., climb 40 ft., fly 80 ft.
Challenge
21 (33,000 XP)
Proficiency bonus
+7
STRDEXCONINTWISCHA
27 (+8)12 (+1)25 (+7)20 (+5)17 (+3)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

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

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.

How many ancient copper dragons for a fight?

An ancient copper dragon is worth 33,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many ancient copper dragons fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
16th——1
17th——1
18th—11
19th—12
20th—12

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the ancient copper dragon compares at CR 21

Against the 3 other challenge 21 monsters in the SRD 5.1, the ancient copper dragon has more hit points than 2 of them, which makes it tougher than most at its CR. See every CR 21 monster.

StatisticAncient Copper DragonCR 21 average
Armor Class2120
Hit points350248
Best attack bonus+15+14
Best save DC2321

Ancient Copper Dragon 2024 stat block

The 2024 Monster Manual revised the ancient copper dragon, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
21
Hit Points
367 (21d20 + 147)
Speed
40 ft., climb 40 ft., fly 80 ft.
Challenge
21 (33,000 XP)
STRDEXCONINTWISCHA
27 (+8)12 (+1)25 (+7)20 (+5)17 (+3)22 (+6)
Damage immunities
acid
Senses
darkvision 120 ft., blindsight 60 ft., passive Perception 27
Languages
Common, Draconic

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 (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

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.

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