Kryx RPGThemesMonsters

White Dragon Wyrmling

Medium dragon
Challenge
2

STR
2
DEX
1
CON
2
INT
−3
WIS
0
CHA
0

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

Speed 5 m., burrow 3 m., fly 10 m., swim 5 m.
Skills Insight +0 (11), Perception +3 (14), 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 plus 2 (1d4) cold damage.

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

Cold Breath (Costs 2 actions; Recharge 5–6). The dragon exhales an icy blast of hail in a 3-meter cone or a 5-meter line. Each creature in that area must make a DC 12 Fortitude saving throw. On a failed save, a creature takes 22 (4d10) cold damage and is slowed 1 for 1 minute. On a successful save, a creature takes half as much damage and isn’t slowed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Arcticsrd

Maneuvers

As an action, you can make a melee weapon attack with advantage against a creature that is below half its health. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

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 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.