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Adamantine Dragon Wyrmling
- Size
- Medium
- Monster Race
- Dragon
- Alignment
- Neutral Good or Lawful Good
- Armor Class
- 17 (natural armor)
- Hit Points
- 75 (10d8 +30)
- Speed
- 6m, fly 12m, swim 6m
Attributes
- STR
- 19 (+4)
- DEX
- 10 (+0)
- CON
- 17 (+3)
- INT
- 14 (+2)
- WIS
- 16 (+3)
- CHA
- 14 (+2)
Features
- Saving Throws
- Dex +2, Con +5, Wis +5, Cha +4
- Skills
- Athletics +6, Medicine +5, Perception +7, Stealth +2
- Damage Immunities
- Fire
- Senses
- Blindsight 2m, Darkvision 12m, passive perception 17
- Languages
- Celestial, Draconic, Gnomish
- Challenge
- 4 (1,100 XP)
Abilities
- Brute
- Melee attacks deal one extra die of its damage when the dragon hits with it (included in the attack).
- Adamantine Weapons
- The dragon's weapon attacks are adamantine.
- Innate Spellcasting
-
The dragon's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
3/day each: mirror image
Actions
- Bite
- Melee Weapon Attack: +6 to hit, reach 1m, one target. Hit: 15 (2d10 + 4) piercing damage.
- Breath Weapon (Recharge 5-6)
- The dragon uses one of the following breath weapons:
- White Flame Breath
- The dragon exhales a brilliant white beam of fire in a 4m line that is 1m wide. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
- Time Stop Breath
- The dragon alters time in a 3m cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Lair Actions
- Adamantine Dragon's Lair