Kyprumix is a 40-year-young (juvenile) copper dragon. He was rather indolent as a wyrmling, showing great disinterest in his clutch's hunting of hill animals. 10 years ago, he struck out on his own, seeking better game in human lands. He found ready acceptance with a gladiatorial troupe, and he travelled from arena to arena, usually serving as the finale. Kyprumix enjoyed the noteriety, and relished the cheers of the crowd, but the carefully set fights were unsporting to him. One day he broke his way out of an arena, killing a score or more of slave-handlers and guards, and set himself up with a mercenary band.
Over the last 10 years, he has lent himself out to various lords and generals, and amassed to himself a small fortune. Today, he fights with a magic +2 greatsword (do dragons have opposable thumbs? Do they need them? What the heck ever!) and custom-fitted +1 half-plate armor. He prefers flying into battle-field hot-spots and neutralizing large groups of enemies before flying off to find new challengers. He does not delight in bloodshed or killing, but rather in combat, the glory of victory, and the acquisition of the spoils of war. He rarely fights for the same leader twice, preferring to move on in search of new adventures. He demands a large share of the spoils of victory, which he directs to be sent to his remote keep, where human and demi-human retainers collect and keep track of his wealth. Kyprumix will not work for evil or chaotic rulers (though being chaotic himself), and will not take part in an unfair fight (not out of any sense of honor, but rather due to lack of challenge).
Kyprumix is a 14 HD juvinile copper dragon with 5 levels of fighter.
Kyprumix
Size/Type: Medium Dragon (Juvenile, Copper)
Hit Dice: 14d12+5d10+38 (154)
Initiative: +4
Speed: 30 ft., fly 150 ft. (poor)
Immunities: Sleep, paralysis, acid
Armor Class: 31 (+13 natural, +7 half-plate, +1 magic), touch 10, flat-footed 31
Base Attack/Grapple: +19/+22
Attack: +2 greatsword +25 melee (2d6+8)
Attack: Bite +19 melee (1d8+3)
Attack: 2 wings +19 melee (1d4+1)
Full Attack: +2 greatsword +25/+20/+15/+10 melee (2d6+8) and bite +19 melee (1d8+3) and 2 wings +19 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon; line of acid (60 ft., Reflex DC 10), cone of slow gas (30 ft., Fort DC 10, 4 rounds on failure)
Special Qualities: Spider climb, blindsense 60 ft., keen senses
Saves: Fort +15, Ref +10, Will +12
Abilities: Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14
Skills: Bluff +20, Hide +18, Intimidate +25, Knowledge (military strategy) +10, Listen +22, Jump +20, Search +20, Sense Motive +20, Spot +22, Swim +15
Feats: Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Power-attack, Wingover, Weapon Focus (greatsword), Weapon Specialization (greatsword), Improved Initiative
Challenge Rating: 14
Alignment: Chaotic Good