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D&D 5th Edition

Compendium

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Gold Dragon Wyrmling

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Traits

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity 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 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.

Attributes

Gold Dragon Wyrmling

Medium dragon, Lawful Good
  • Armor Class 17 (Natural Armor)
  • Hit Points 60 (8d8+24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
16 (+3)
  • Saving Throws Dex +4, Con +5, Wis +2, Cha +5
  • Skills Perception +4, Stealth +4
  • Damage Immunities Fire
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity 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 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength 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.