Copper Drakeborn [Drakeborn]

Silent, venom-spitting drakeborn assassins that lick poison onto their blades, strike only when a foe is vulnerable, and melt into a pool of acid when killed.

Setting: Dragonlance · Sources: MC4 Dragonlance Appendix (w/binder #2)

Appearance

Copper drakeborn, grown from corrupted copper dragon eggs, average six feet with lean bodies and long limbs, covered in dull, greenish copper scales. Their eyes are orange or deep brown. A short fringe of dark brown or blond hair hangs at each side of the mouth, and padded soles let them walk without a sound. Their voices are a thin, soft whine. Beneath the tongue sit magical glands that produce a thick yellow venom endlessly. They dress to avoid notice.

Combat

Not bright, but brilliant at fighting, they are expert at catching enemies unready and exploiting any weakness, and they seldom attack a foe who is not already at a disadvantage. That makes them natural assassins. Seventy percent can move silently (15%), hide in shadows (10%) and find/remove traps (20%). Another 10% are better: roll 1d6 and multiply by 5 for the bonus added to every one of those chances (a 4 means +20%).

They can bite for 1d4 but would rather use daggers, short swords, broad swords, maces, slings or bows, licking each weapon first. A bite or venom-coated hit forces a save vs. poison or 2d6 turns of paralysis. A coating dries in three rounds, and renewing it takes a full round, which they can do mid-melee.

Leather armor brings them to AC 2 and scale mail to AC 1, with a shield improving either by one more point; they are strong enough that armor barely slows them. A slain copper drakeborn instantly becomes a ten-foot pool of acid that deals 1d8 per round, no save, to anyone inside, and evaporates after 1d6 rounds. All its possessions, treasure and magic included, are ruined.

Habitat and Society

They build nothing, instead taking over abandoned towers, castles and other ruins, mostly in mountains near civilized lands. Decisions are made by consensus; a member who cannot win an argument may fight over it or simply leave. They admire gold drakeborn and often accept one as leader. Treasure is pooled, with each keeping only a few coins, and a departing member takes his share to buy a place in another band.

Ecology

Bigger than brass drakeborn, they bully their smaller cousins, who hate them in return, and brawls between the two are frequent. Otherwise they get on well with evil races and hire out as mercenaries and killers. Hundreds survived the War of the Dark Queen and still serve in the leftover dragon armies. They eat only meat, and their furious metabolism demands at least 20 pounds a day of fish, game or fallen enemies.

More: Monsters starting with C · Dragonlance monsters · All monsters A-Z
Related: Brass Drakeborn [Drakeborn] · Bronze Drakeborn [Drakeborn] · Drakeborn Overview · Gold Drakeborn [Drakeborn] · Proto Drakeborn [Drakeborn] · Quicksilver Drakeborn [Drakeborn] · Silver Drakeborn [Drakeborn]

Statistics

Climate/TerrainAny, but usually tropical, subtropical, and temperate/Forest and mountain
FrequencyUncommon
OrganizationBand
Activity CycleAny
DietCarnivore
IntelligenceAverage (8-10)
TreasureK,L,M, (I,Y)
AlignmentLawful evil
No. Appearing2-20
Armor Class4
Movement6, Run 15 (this movement rate applies when the drakeborn is running on all fours, flapping its wings), Glide 18
Hit Dice3
THAC017
No. of Attacks1
Damage/Attack1-4
Special AttacksPoison
Special DefensesNil
Magic Resistance20%
SizeM (6' tall)
MoraleElite (13)
XP Value650