Bite. Melee 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.
How many copper dragon wyrmlings for a fight?
A copper dragon wyrmling is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many copper dragon wyrmlings fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
1
1
2
2nd
2
3
4
3rd
3
4
8
4th
5
7
10
5th
10
12+
12+
6th
12
12+
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 copper dragon wyrmling compares at CR 1
Against the 24 other challenge 1 monsters in the SRD 5.1, the copper dragon wyrmling has more hit points than 4 of them, which makes it one of the frailest at its CR. See every CR 1 monster.
Statistic
Copper Dragon Wyrmling
CR 1 average
Armor Class
16
12.8
Hit points
22
28
Best attack bonus
+4
+4
Best save DC
11
11
Copper Dragon Wyrmling 2024 stat block
The 2024 Monster Manual revised the copper dragon wyrmling, and the SRD 5.2 carries the new stat block. What changed:
New in its stat block: Rend, Acid Breath and Slowing Breath.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-footwide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-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.