Kryx RPGThemesMonsters
Black Dragon Wyrmling

Black Dragon Wyrmling

Medium dragon
Challenge
2

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

33
6d8+6
19
Soak
2
Fort
+3
Ref
+4
Will
+2
Defense note natural armor
Damage immunities acid

Speed 5 m., fly 10 m., swim 5 m.
Skills Insight +0 (11), Perception +3 (14), Stealth +4 (15)
Senses blindsight 2 m., darkvision 10 m.
Languages Draconic

Amphibious. The dragon can breathe air and water.

Maneuvers. The black dragon wyrmling uses maneuvers (maneuver save DC 12). 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: ambush, dive attack, knockback (Claw only), spring attack, stalking shadow, swipe (Claw only)

Spellcasting. The black dragon wyrmling’s spellcasting ability is Charisma (spell save DC 11, +3 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): gloom

1 mana: acidic spray, corrosive consumption, darkness, eruptive pustule, shadow jaunt, shadow veil

Actions (2)

Bite (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

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

Acid Breath (Costs 2 actions; Recharge 5–6). 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.

Swampsrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

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

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 a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

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.