Kryx RPGThemesCreatures

Copper Dragon Wyrmling

Medium dragon
Challenge
1

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

22
4d8+4
18
Soak
2
Fort
+3
Ref
+3
Will
+3
Defense note natural armor
Damage immunities acid

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

Actions (2)

Bite (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (1d10 + 2) piercing damage.

Claw (2/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) slashing damage.

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

Acid Breath. The dragon exhales acid in a 3-meter cone or a 5-meter line. Each creature in that area must make a DC 11 Reflex saving throw. On a failed save, a creature takes 18 (4d8) acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Slowing Breath. The dragon exhales gas in a 3-meter cone or a 5-meter line. Each creature in that area must succeed on a DC 11 Fortitude saving throw. On a failed save, the creature is staggered and its speed is halved. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Hillsrd

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 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.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.