Adult Copper Dragon
huge dragon, chaotic good
Defense
Proficiencies & Senses
Traits
Traits
Legendary Resistance
If the monster fails a saving throw, it can choose to succeed instead.
Actions
Multiattack
The monster makes three Rend attacks. It can replace one attack with a use of (A) or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend
Melee Attack: +11 to hit. reach 10 ft. Hit: 2d10 + 6 slashing plus 1d8 acid damage.
Acid Breath
Dexterity Save: DC 18. target: 20-foot-long, 5-foot-wide line, creature. Failure: 12d8 acid damage; success: half.
Spellcasting
The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability: At Will: Detect Magic, Mind Spike (level 4 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
Detect Magic
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Mind Spike
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Minor Illusion
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Shapechange
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
Greater Restoration
You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum
Major Image
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
Giggling Magic
Charisma Save: DC 18. target: creature. Failure: 7d6 psychic damage; success: half.
Mind Jolt
The monster uses Spellcasting to cast Mind Spike (level 4 version). The monster can't take this action again until the start of its next turn.
Mind Spike
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Pounce
The monster moves up to half its Speed, and it makes one Rend attack.
Slowing Breath
Constitution Save: DC 18. target: 60-foot cone, creature.