Dragon, Copper Wyrm (CR 22)
Gargantuan Dragon (Earth)
Alignment: Always Chaotic Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 40 (-4 size, +34 natural), touch 6, flat-footed 40
Hit Dice: 35d12+245 (472 hp); DR: 20/magic
Fort +26, Ref +19, Will +25
Speed: 40 ft., fly 200 ft. (clumsy)
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +35; Grapple +59
Attack: 1 Bite +43, 2 claws +38, 2 wings +38, 1 Tail Slap +38, 1 crush +38, 1 Tail sweep +38 melee; Breath +43 ranged
Damage: 1 bite 4d6+12, 2 claws 2d8+6, 2 wings 2d6+6, 1 tail slap 2d8+18, 1 crush 4d6+18, 1 tail sweep 2d6+18, Breath weapon 22d4 (34)
Special Attacks/Actions: Breath Weapon, fear (DC 33), SR 29
Abilities: Str 35, Dex 10, Con 25, Int 22, Wis 23, Cha 22
Special Qualities: Wall of stone, Transmute rock to mud/mud to rock, Stone shape, Acid immunity, spider climb, CL 17, *Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
Feats: #Feats: 12
Skills: Skill points: 216
Advancement: 36-37 HD (Gargantuan)
Climate/Terrain: Temperate and warm desert, hill, mountains, and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Double Standard
Copper dragons appreciate wit and don't usually harm creatures who can relate a joke, humorous story or riddle they have not heard before. They quickly get annoyed with anyone who doesn't laugh at their jokes or accept their tricks with good humor. They like to taunt and annoy opponents into up or acting foolishly.
An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.
Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid (22d4 damage Reflex save for half damage DC 34) or a cone of slow gas. Creatures within the must succeed at a Fortitude save (DC 34) or be slowed for 1d6 rounds plus 11 rounds. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 330 feet are subject to the effect if they have fewer HD than the dragon (35).
A potentially affected creature that succeeds at a Will save (DC 33) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other dragons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.