Dragon, Copper Wyrmling (CR 2)
Tiny Dragon (Earth)
Alignment: Always Chaotic Good
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
Languages: Draconic
AC: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Hit Dice: 5d12+5 (37 hp)
Fort +5, Ref +4, Will +5
Speed: 40 ft., fly 100 ft. (average)
Space: 2 1/2 ft./0 ft. (5 ft. with bite)
Base Attack +5; Grapple -3
Attack: 1 Bite +7, 2 claws +2 melee; Breath +7 ranged
Damage: 1 bite 1d4+0, 2 claws 1d3+0, Breath weapon 2d4 (13)
Special Attacks: Breath Weapon
Abilities: Str 11, Dex 10, Con 13, Int 12, Wis 13, Cha 12
Special Qualities: Acid immunity, spider climb
Feats: #Feats: 2
Skills: Skill points: 11
Advancement: 6-7 HD (Tiny)
Climate/Terrain: Temperate and warm desert, hill, mountains, and underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Source:
Monster Manual
Dragons are winged, reptile-like creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world.
All dragons gain more abilities and greater power as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm.
Though they are fearsome predators, dragons scavenge when necessary and can eat almost anything if they are hungry enough. A dragon's metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare. Although goals and ideals very among varieties, all dragons are covetous. They like to hoard wealth collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It's pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the great wyrm stage, hundreds of gems and coins are embedded in its hide.
All dragons speak Draconic.
Although all dragons are believed to have come from the same roots tens of thousands of years ago, the present varieties keep to themselves and cooperate only under extreme circumstances, such as a powerful mutual threat. Good dragons never work with evil dragons, however, though a few neutral specimens have been found with either. Gold dragons occasionally associate with silver dragons.
When evil dragons of different varieties encounter one another, they usually fight to protect their territories. Good dragons are more tolerant, though also very territorial, and usually try to work out differences in a peaceful manner.
Dragons follow a number of reproductive strategies to suit their needs and temperaments. These help assure the continuation of a dragon's bloodline, no matter what happens to the parent or the parent's lair. Young adults, particularly evil or less intelligent ones, tend to lay clutches of 1d4+1 eggs all around the countryside, leaving their offspring to fend for themselves. These hatch into clutches of dragons, usually juvenile or younger, which stick together until they can establish their own lairs.
Older and more intelligent dragons form families consisting of a mated pair and 1d4+1 young. Mated dragons are always adults or mature adults; offspring found with their parents are wyrmlings (01-10 on d%), very young (11-30), young (31-50), juvenile (51-90), or young adult (91-100). Shortly after a dragon reaches the young adult (or rarely, juvenile) stage, it leaves its parents to establish a lair of its own.
A pair of mated dragons beyond the mature adult stage usually splits up, independence and the lust for treasure driving them apart. Older females continue to mate and lay eggs, but only one parent stays in the lair to raise young. Often an older female lays many clutches of eggs, keeping one to tend herself and one for her mate, and leaving the rest untended. Sometimes a female dragon places an egg or wyrmling with non-draconic foster parents.
Dragon Overland Movement
Dragons are exceedingly strong flyers and can cover vast distances quickly. Dragons do not tire as quickly as other creatures when moving overland. If a dragon attempts a hustle or forced march (see page 143 in the Player's Handbook), check for subdual damage once every 2 hours instead of every hour.
Copper dragons are incorrigible pranksters, joke tellers, and riddlers. Most are good-natured but also have a covetous, miserly streak. They are powerful jumpers and climbers, with massive thighs and shoulders.
At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by the young adult stage. Very old dragons' scales pick up a green tint. A copper dragon's pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.
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 that allow the dragon to fly or jump over intruders.
Copper dragons are determined hunters, considering good sport at least as important as the food. They are known to eat almost anything, including metal ores. However, they prize monstrous 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.
Because copper dragons often inhabit hills in sight of red dragons' lairs, conflicts between the two varieties are inevitable. The smaller coppers usually run for cover until they can even the odds.
Combat
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 (2d4 damage Reflex save for half damage DC 13) or a cone of slow gas. Creatures within the must succeed at a Fortitude save (DC 13) or be slowed for 1d6 rounds plus 1 round. 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.