Metallic Dragon, Copper
Racial Ability Requirements
Strength        6 / 22
Dexterity       3 / 17
Constitution    3 / 18
Intelligence    4 / 19
Wisdom  3 / 18
Charisma        4 / 18

Racial Ability Adjustments
+4 Strength,   -1 Dexterity,   +1 Intelligence

Dragon Information by Age (General)
Level   Age             Age             Hit Dice        Combat          Fear          Fears Save
        Category        (in Years)      Modifier        Modifier        Radius        Modifier
    1   Hatchling           0 - 5           -6               +1           Nil           Nil
    2   Very Young          6 - 15          -4               +2           Nil           Nil
    3   Young             16 - 25           -2               +3           Nil           Nil
    4   Juvenile          26 - 50           Nil              +4           Nil           Nil
    5   Young Adult       51 - 100          +1               +5         15 yards        +3 (+7)
    6   Adult            101 - 200          +2               +6         20 yards        +2 (+6)
    7   Mature Adult     201 - 400          +3               +7         25 yards        +1 (+5)
    8   Old              401 - 600          +4               +8         30 yards         0 (+4)
    9   Very Old         601 - 800          +5               +9         35 yards        -1 (+3)
   10   Venerable        801 - 1000         +6              +10         40 yards        -2 (+2)
   11   Wyrm            1001 - 1200         +7              +11         45 yards        -3 (+1)
   12   Great Wyrm      1200+               +8              +12         50 yards        -4 (0)
*Parenthetical values in the Fear Save Modifier column apply to gem dragon only.

Dragon Information by Age (Type Specific)
Copper Dragon, Chaotic Good
Age     Body Lgt. (feet)      Tail Lgt. (feet)  AC      Breath Wpn.     Spell (W/P)         MR
  1             3 - 8            2 - 6            2        2d6+1               Nil          Nil
  2             8 - 16           6 - 12           1        4d6+2               Nil          Nil
  3            16 - 27          12 - 20           0        6d6+3               Nil          Nil
  4            27 - 38          20 - 30          -1        8d6+4                1           Nil
  5            38 - 50          30 - 40          -2       10d6+5                2           10%
  6            50 - 59          40 - 50          -3       12d6+6                3           15%
  7            59 - 73          50 - 60          -4       14d6+7               3 1          20%
  8            73 - 86          60 - 70          -5       16d6+8              3 2/1         25%
  9            86 - 100         70 - 80          -6       18d6+9              3 3/2         30%
 10           100 - 114         80 - 90          -7      20d6+10             3 3 1/3        35%
 11           114 - 130         90 - 100         -8      22d6+11           3 3 2/3 2        40%
 12           130 - 147         100 - 110        -9      24d6+12          3 3 2 1/3 3       45%

General Information
        The copper dragons of the Io's Blood Isles control the rocky hills and badlands of the
 southern islands. These incorrigible pranksters love to tell jokes and riddles. Proud and
 selfish to the point of being greedy, copper dragons hate to lose - no mater what contest they
 may be playing.
        Hatchlings have ruddy brown scales with copper tints, with become more coppery as they
 get older. By young adulthood, the scales have developed a soft, warm, coppery gloss.
        Copper dragons thoroughly enjoy a good hunt. To them, the sport is at least as important
 as the food it yields, and usually more so. The most influential and powerful copper clans can
 often be seen engaging in massive, organized hunts that range across the hills and into the
 rocky uplands. When hunting, they prefer large, poisonous prey such as giant scorpions, which
 they can eat without fear of harmful effects. Injected venoms, however, affect them as they do
 other creatures.
        Copper dragons construct twisting mazes within their lairs. These serve partially as
 defenses against intruders, though the aesthetic value of particularly puzzling mazes fits
 their personalities and tastes well. The mazes are open on the top, allowing the dragons to
 fly into or out of them at will.
        They appreciate wit, welcoming visitors who can tell them new jokes, humorous stories,
 or clever riddles. In contrast, they do not appreciate those who fail to laugh at their own
 jokes. They have no patience for creatures who do not have the good humor to accept their
 tricks and pranks with smiles. (red dragons usually fall into this category.) If they must
 engage in combat, copper dragons enjoy taunting and annoying their opponents. They keep at it
 until their foes give up or become so angry as to act recklessly.
        
Special and Innate Abilities
Special Abilities: Can communicate with any intelligent creature (14% chance at hatchling, 5%
 increase at each new age category); spell and magical abilities at 7th level plus combat
 modifier; jump 30 yards forward or sideways, reaching height of 20 feet at mid leap; jump 30
 feet straight up; immune to acid. 
Innate Abilities:
 Hatchling: spider climb (stone surfaces only);
 Young: neutralize poison three time per day;
 Juvenile: stone shape twice per day;
 Adult: forget once per day;
 Mature Adult: rock to mud once per day;
 Old: move earth once per day;
 Great Wyrm: wall of stone once per day.

Dragon Tactics and Attacks
Typical Tactics: Copper dragons enjoy teasing and annoying their opponents. Their techniques
 are often good enough to cause a foe to give up or become so angry as to act foolishly. They
 like to jump from side to side, even landing on rock surfaces that are inaccessible to other
 creatures. An angry copper dragon will attempt to mire an opponent with rock to mud, kicking
 those who escape back into the mired area. Foes trapped in the mud can expect to be crushed
 with a wall of stone or snatched up into the air. Against flying opponents, a copper dragon
 attempts to draw its foes into narrow gorges where it can use spider climb to out-maneuver them
 and force them into colliding with the rock walls.
Physical Attacks: A copper dragon's claws cause 1d6 damage, plus combat modifier. It bite cause
 5d4 damage, plus combat modifier.
Breath Weapon: A copper dragon has two breath weapons. The first is a cloud of slow gas 30 feet
 long, 20 feet wide, and 20 feet high. Creatures attacked by the gas must make a save vs. breath
 weapon or be slowed for three rounds per age category of the dragon. The second is a spurt of
 acid 70 feet long and 5 feet high. Opponents can save vs. breath weapon for half damage.
Base Movement: 9, Fl 30 (C), Jp 3.

Mating
The Metallic Dragons, of all the dragon families, mate most often for love. They frown upon
 inbreeding among even distant kin and forbid siblings from mating (a sensible genetic rule some
 of the wilder chromatics often disregard). Gold, silver, and bronze dragons are nearly always
 monogamous, often not even taking a new mate after the death of a beloved partner. Some of
 these metallics will take on an appropriate humanoid form and seek out a mate among their
 demihuman vassals, with whom they live while they are in polymorphed state. (Interestingly, the
 strong fidelity inherent to these dragons ascribed to both dragon and demihuman mates.) When
 this occurs, male dragons can impregnate female demihumans, thus creating half-dragons. Female
 dragons, however, can never be impregnated by male demihumans, despite being in humanoid form.
Event among those dragons who willingly engage in a relationship with a demihuman mate,
 producing half-dragon young is considered socially unacceptable. Although a dragon may truly
 love his or her demihuman mate, dragon society as a whole finds the idea of creating half-
 dragons repugnant. Thus, half-dragons are rare, though they do exist. They take physical form
 of their demihuman parent, but some half-dragons do show unmistakable signs of draconic blood.
Half-dragon offspring are considered, at best, outsiders in the societies of both dragon and
 demihumans in the Io's Blood isles.
Brass dragons, the last metallic type, also make dedicated spouses. They remain partnered to
 the same mate through most of their lives, though if a loved one dies they often seek out a
 new partner. Copper dragon on the other hand, follow a more chaotic path. They spend a portion
 of their lives switching mate frequently, seeking variety and new experiences every time the
 wind shifts or the seasons change. Upon reaching the mature adult stage, however, they
 finally settle on a mate for their remaining years.
Dragon of all type tend to mate with members of their own type. Gold dragons mate with golds,
 red dragon mate with reds, and so on. Sometimes they will go against their natural tendencies
 and mate with dragons of other types.
The mixted-appeareance crossbreeds, however, are considered abominations. The chromatic dragon
 tend to kill these hatchlings immediately. Metallic dragon simply banish them from their
 domains (rumors abound that these crossbreeds are sent to other worlds, but this has yet to
 be proven). The gem dragon, however, believe that something as majestic as a dragon can never
 be an abomination. In the rare instances when a gem dragon produces a mixed hatchling, the
 newborn is allowed to remain a member of the clan.

Dragon Experience Levels
Copper Dragon
        Level           XP           Hit Dice
            H            0                7     
            1            65,000           7
            2           250,000           9
            3           750,000          11
            4         1,250,000          13
            5         1,500,000          14
            6         1,750,000          15
            7         2,000,000          16
            8         2,250,000          17
            9         2,500,000          18
           10         2,750,000          19
           11         3,000,000          20
           12         3,250,000          21

Dragon Proficiency Slots
Dragon  _________Combat Proficiencies_______         Noncombat Proficiencies
Race            Initial         #/level         Penalty Initial         #/Level
Copper              5             2 / 3              -3             3                 1

Bonus Proficiencies
Dragon Type             Bonus Proficiency
Copper                  Tease

Preferred Kindred
                Elf     Dwarf       Gnome
Copper           R          P            R
P: Preferred as a kindred; R: Rarely selected as a kindred; N: Never selected as kindred.
However, even demihuman marked N can sometimes be found as kindred to PC dragons, with the
DM's permission.