Small Dragon, Unaligned
Armor Class 12 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 30 ft., Burrow 15 ft., Fly 60 ft.
STR
3 (-4)
DEX
14 (+2)
CON
11 (+0)
INT
8 (-1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +4, CON +2, WIS +2, CHA +3
Skills Stealth +2
Damage Resistances Acid, Cold
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages Common He's learning, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Ice Walk. Chilly can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Dry Ice Breath (Recharge 5–6). Chilly exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 9 (3d6) cold damage and become stunned for 1 round on a failed save, or take half as much damage on a successful one without being stunned.

Description

Chilly's has a snow-white head with one vibrant bloodred eye and one sky-blue eye. Since he has grown, you have noticed his body turning more coppery gold with each passing day. His bright white head turns into a blinding whitegold, to a coppery rosegold, ending in a burnt copper colour with just a hint of black in the tip of his tail.

As you have been spending more and more time with Chilly, you've noticed his original animalistic hunger for the hunt slowly subsiding and making place for a growing curiosity for knowledge and playing pranks. He's eager to talk and has started making progress on his own, to speak to you and your friends in common.

Your extensive teaching and training has resulted in Chilly knowing the following commands:

Come and Heel. This issue is more than just having Chilly return when you call him. This command will cause him to act against his own desires. He will come to you, even if you are standing in a dangerous place. He will sit and stay still, even if he really wants to go kill that rat.

Attack. This command will cause Chilly to mercilessly attack who- or whatever you are directing it toward. It also allows him to add your proficiency bonus to his first attack. Chilly is unlikely to relent until the target is ruined, or a come and heel command is given.

Fetch. This command will send Chilly to strive to obtain whatever you are directing him toward. If he cannot do it, (like its too heavy or he doesn't understand what it is) he will attempt to open up any barriers which prevent you from getting it yourself.

Deliver. You have taught Chilly how to navigate its way back to known people, and return to you, as well as how to carry and deliver messages and small parcels.

Hunt. Chilly has been taught to hunt on his own and bring the kill back to you, rather than eating it for himself. 

TheDungeonMadame

Comments

Posts Quoted:
Reply
Clear All Quotes