Dragon, Metallic Copper Dragon
Climate/Terrain:
| Arid and temperate hills and mountains
|
|
Frequency:
| Rare
|
Organization:
| Solitary or clan
|
Activity Cycle:
| Any
|
Diet:
| Special
|
Intelligence:
| High (13-14)
|
Treasure:
| Special
|
Alignment:
| Chaotic good
|
No. Appearing:
| 1 (2-5)
|
Armor Class:
| 1 (base)
|
Movement:
| 9, Fl 30 (C), Jp 3
|
Hit Dice:
| 13 (base)
|
THAC0:
| 9
|
No. of Attacks:
| 3+special
|
Damage/Attack:
| 1-6//1-6/5-20
|
Special Attacks:
| Special
|
Special Defenses:
| Variable
|
Magic Resistance:
| Variable
|
Size:
| G (36' base)
|
Morale:
| Elite (16 base)
|
XP Value:
| Variable
|
Copper dragons are incorrigible pranksters, joke tellers, and riddlers. They
are prideful and are not good losers, although they are reasonable good winner.
They are particularly selfish, and greedy for their alignment, and have an
almost neutral outlook where wealth is concerned.
At birth, a copper dragon's scales have a ruddy brown color with a copper
tint. As the dragon gets older, the scales become finer and more coppery, assuming
a soft, warm gloss by the time the dragon becomes a young adult. Beginning at
the venerable stage, the dragons' scales pick up a green tint.
Copper dragons speak their own tongue, a tongue common to all good dragons,
and 14% of hatchling copper dragons have an ability to communicate with any
intelligent creature. The chance to possess this ability increases to 5% per age
category of the dragon.
Combat: Copper dragons like to taunt and annoy their opponents, hoping they will give
up or become angry and act foolishly. Early in an encounter, a copper dragon
will jump from one side of an opponent to another, landing on inaccessible or
vertical stone surfaces. If there are no such places around a dragon's lair, the
dragon will create them ahead of time using
stone shape,
move earth, and
wall of stone. An angry copper dragon will mire its opponents using
rock to mud, and will force victims who escape the mud, into it with kicks. Once
opponents are trapped in the mud, the dragon will crush them with a
wall of stone or snatch them and carry them aloft. When fighting airborne opponents, a
dragon will draw its enemies into narrow, stony gorges where it can use its
spider climb ability in an attempt to maneuver the enemy into colliding with the walls.
Breath weapon/special abilities: A copper dragon's breath is either a cloud of
slow gas 30' long, 20' wide, and 20' high or a spurt of
acid 70' long and 5' wide. Creatures caught in the gas must save vs. breath weapon
or be
slowed for three minutes per age level of the dragon. Creatures caught in the acid
take damage, save vs. breath weapon for half. A copper dragon cast its spells
and uses its magical abilities at 7th level, plus its combat modifier.
At birth, copper dragons can
spider climb (stone surfaces only) and are immune to acid. As they age, they gain the
following additional powers:
Young: neutralize poison three times a day.
Juvenile: stone shape twice a day.
Adult: forget once a day.
Mature adult: rock to mud once a day.
Old: move earth once a day.
Great wyrm: wall of stone once a day. A copper dragon can jump 30 yards forward or sideways, reaching
heights up to 20' at mid jump. They can jump 30' straight up.
Habitat/Society: Copper dragons like dry, rocky uplands and mountains. They lair in narrow
caves and often conceal the entrances using
move earth and
stone shape. Within the lair, they construct twisting mazes with open tops. These allow
the dragon to fly or jump over intruders struggling through the maze.
Copper dragons appreciate wit, and will usually leave good or neutral
creatures alone if they can relate a joke, humorous story, or riddle the dragon has not
heard before. They quickly get annoyed with creatures who don't laugh at their
joked or do not accept the dragon's tricks and antics with good humor.
Because they often inhabit hills in sight of red dragons' lairs conflicts
between the two subspecies often occur. Copper dragons usually run for cover until
they can equal the odds.
Ecology: Copper dragons are determined hunters, the good sport a hunt provides is at
least as important as the food they get. They are known to eat almost anything,
including metal ores. However, they prize giant scorpions and other large
poisonous creatures (they say the venom sharpens their wit). The dragon's digestive
system can handle the venom safely, although injected venoms affect them
normally.
| Body
| Tail
|
| Breath
| Spells
|
| Treas.
| XP
|
Age
| Lgt. (')
| Lgt. (')
| AC
| Weapon
| Wizard/Priest
| MR
| Type
| Value
|
1
| 3-8
| 2-6
| 2
| 2d6+1
| Nil
| Nil
| Nil
| 5,000
|
2
| 8-16
| 4-12
| 1
| 4d6+2
| Nil
| Nil
| Nil
| 7,000
|
3
| 16-27
| 12-20
| 0
| 6d6+3
| Nil
| Nil
| Nil
| 9,000
|
4
| 27-38
| 20-30
| -1
| 8d6+4
| 1
| Nil
| H, S
| 11,000
|
5
| 38-50
| 30-40
| -2
| 10d6+5
| 2
| 10%
| H, S
| 14,000
|
6
| 50-59
| 40-50
| -3
| 12d6+6
| 3
| 15%
| H, S
| 15,000
|
7
| 59-73
| 50-60
| -4
| 14d6+7
| 3 1
| 20%
| H, S
| 16,000
|
8
| 73-86
| 60-70
| -5
| 16d6+8
| 3 2/1
| 25%
| H, Sx2
| 17,000
|
9
| 86-100
| 70-80
| -6
| 18d6+9
| 3 3/2
| 30%
| H, Sx2
| 19,000
|
10
| 100-114
| 80-90
| -7
| 20d6+10
| 3 3 1/3
| 35%
| H, Sx2
| 21,000
|
11
| 114-130
| 90-100
| -8
| 22d6+11
| 3 3 2/3 2
| 40%
| H, Sx3
| 22,000
|
12
| 130-147
| 100-110
| -9
| 24d6+12
| 3 3 2 1/3 3
| 45%
| H, Sx3
| 23,000
|
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