Copper Greatwyrm

Fizban's Treasury of Dragons p. 208

Size
Gargantuan
Type
dragon (metallic)
Alignment
typically lawful good
AC
22 (natural armor)
Hit Points
565 (29d20+261)
Speed
walk 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
Saving Throws
Dex +11, Con +17, Int +13, Wis +14, Cha +18
Skills
Insight +14, Perception +22, Persuasion +18
Immunities
acid
Condition Immunities
charmed, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
32
Languages
Common, Draconic
Challenge
28
Lineage
Greatwyrm
STR
30
+10
DEX
16
+3
CON
29
+9
INT
21
+5
WIS
22
+6
CHA
30
+10

Traits

Proficiency Bonus

+8

Legendary Resistance (4/Day)

If the greatwyrm fails a saving throw, it can choose to succeed instead.

recharge

4/DAY

Metallic Awakening (Recharges after a Short or Long Rest)

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.

recharge

SHORT

Unusual Nature

The greatwyrm doesn't require food or drink.

Actions

Multiattack

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Claw

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Tail

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5-6)

The greatwyrm uses one of the following breath weapons:

  • Elemental Breath: The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 84 (13d12) acid damage on a failed save, or half as much damage on a successful one.
  • Sapping Breath: The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D5

Change Shape

The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

Legendary Actions

Legendary Actions (3/Turn)

The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The greatwyrm regains spent legendary actions at the start of its turn.

recharge

3/TURN

Attack

The greatwyrm makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions)

The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Mythic Actions

If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite

The greatwyrm makes one Bite attack.

Shattering Roar (Costs 2 Actions)

The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.

Other data

description

More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power. Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.