Kryx RPGThemesCreatures

Gold Dragon Wyrmling

Medium dragon
Challenge
3

STR
4
DEX
2
CON
3
INT
2
WIS
0
CHA
3

60
8d8+24
19
Soak
2
Fort
+5
Ref
+5
Will
+4
Defense note natural armor
Damage immunities fire
Condition immunities burning

Speed 5 m., fly 10 m., swim 5 m.
Skills Insight +0 (11), Perception +2 (13), Primal (Cha) +5 (16), Stealth +4 (15)
Senses blindsight 2 m., darkvision 10 m.
Languages Draconic

Amphibious. The dragon can breathe air and water.

Maneuvers. The gold dragon wyrmling uses maneuvers (maneuver save Difficulty 14). It has 5 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, swipe (Claw only), twist fate

Spellcasting. The gold dragon wyrmling uses Primal (Cha) to cast spells (spell save Difficulty 13, +5 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will): empathy, lullaby, sunray, true strike

1 mana: beguile, bless, charming presence, detect evil and good, locate, precognition, protection from evil and good, sanctuary, shield of faith, sleep, twist fate

Actions (2)

Bite (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 9 (1d10 + 4) piercing damage.

Claw (2/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 7 (1d6 + 4) slashing damage.

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

Fire Breath. The dragon exhales fire in a 3-meter cone or a 5-meter line. Each creature in that area must make a Difficulty 13 Reflex saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is burning 1. On a successful save, a creature takes half as much damage and isn’t burning.

Weakening Breath. The dragon exhales gas in a 3-meter cone or a 5-meter line. Each creature in that area must succeed on a Difficulty 13 Reflex saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Reflex saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Forest, Grasslandsrd

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 3 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.

As a reaction, which you use when you make an attack roll, an ability check, or a saving throw or when you are hit by an attack you can see, you can twist fate. Roll a d3 and add the result to the roll or to your Defense against the triggering attack (your choice). You can do so after the creature rolls but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.