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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