Kryx RPGThemesCreatures
Bronze Dragon Wyrmling

Bronze Dragon Wyrmling

Medium dragon
Challenge
2

STR
3
DEX
1
CON
2
INT
1
WIS
0
CHA
2

32
5d8+10
18
Soak
2
Fort
+4
Ref
+4
Will
+3
Defense note natural armor
Damage immunities lightning

Speed 5 m., fly 10 m., swim 5 m.
Skills Insight +0 (11), Perception +2 (13), Primal +2 (13), Stealth +3 (14)
Senses blindsight 2 m., darkvision 10 m.
Languages Draconic

Amphibious. The dragon can breathe air and water.

Maneuvers. The bronze dragon wyrmling uses maneuvers (maneuver save DC 13). It has 3 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, knockback (Claw only), spring attack, step of the wind, swipe (Claw only)

Spellcasting. The bronze dragon wyrmling uses Primal (Cha) to cast spells (spell save DC 12, +4 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): animal friendship, hydraulic push, lightning lure, shape water, thunderclap

1 mana: create or purify water, fog cloud, lightning bolt, liquid body, speak with animals, thunderwave, warg, water jet, wrath of the storm

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 8 (1d10 + 3) piercing damage.

Claw (2/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) slashing damage.

Breath Weapons (Costs 2 actions; Recharge 5–6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 3-meter cone or a 5-meter line. Each creature in that area must make a DC 12 Reflex saving throw. On a failed save, a creature takes 22 (5d8) lightning damage and it can’t take reactions for 1 minute. On a successful save, a creature takes half as much damage and isn’t otherwise affected. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Repulsion Breath. The dragon exhales repulsion energy in a 3-meter cone or a 5-meter line. Each creature in that area must succeed on a DC 12 Reflex saving throw. On a failed save, the creature is pushed 5 meters away from the dragon.

Coastalsrd

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.