Kryx RPGThemesMonsters

Gold Dragon Wyrmling

Medium dragon
Challenge
3 (700 XP)

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

60
8d8+24
17
Soak
2
Fort
+5
Ref
+5
Will
+3
Defense note natural armor
Damage immunities fire

Speed 9 m., fly 18 m., swim 9 m.
Senses blindsight 3 m., darkvision 18 m., passive Perception 13
Skills Perception +3, Stealth +4
Languages Draconic

Amphibious. The dragon can breathe air and water.

Maneuvers. The gold dragon wyrmling uses maneuvers (maneuver save DC 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, and knows the following maneuvers:

1 stamina die: dive attack, foretold, knockback (Claw only), spring attack, swipe (Claw only)

Spellcasting. The gold dragon wyrmling is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, and knows the following spells:

Cantrips (at will): empathy, luck, lullaby, sacred flame, true strike

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 9 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage.

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

Fire Breath. The dragon exhales fire in a 3-meters cone or a 4.5-meters line that is 1.5 meters wide. Each creature in that area must make a DC 13 Reflex saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 3-meters cone or a 4.5-meters line that is 1.5 meters wide. Each creature in that area must succeed on a DC 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