Changing Scales. The Changewing Dragon Wrymling can shapeshift into any creature it can see within a 35-ft radius of it's choosing for 1-minute. It gains the creature abilities but can't be higher than its level.
Spellcasting. The Changewing Dragon Wrymling s a 1-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11 +2 to hit with spell attacks). The ChangewingDragon Wrymling has following Sorcerer spells prepared:
Cantrips (at will): [Acid Splash], [Fire Bolt]
1st level (2 slots): [Cure Wounds], [Chromatic Orb]
Fire Breath Weapon. The Changewing Dragon Wrymling exhales a breath weapon of fire in a 15-foot cone. All creatures within attack must take a DC 11 Con Save. Each creature takes 2d6 damage on a failed save, and half damage on a successful save.
Bite. Bite: + 1 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 1) Piercing damage.
Tail Barb. Tail Barb Attack: +1 to hit, range 5/10 ft., 21target. Hit: 5 (1d4 + 1) Piercing damage.
The Changewing Dragon Wrymling can use bonus action once per turn. It can either use its Bite Attack, Tail Barb Attack, Breath Weapon, or Reflect actions. It can use two of these actions once per turn, but has a limit to how many times.
It has 5 times to do bonus actions on each of its turns but after it uses a bonus action on either of its turns 5 times, bonus actions can't be used again.
Reflect. The Changewing Dragon Wrymling can reflect any magic attack back at the caster 1 time, and can't use it any more than once.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Changewing Dragons are the smallest of the Draconic races. Their Wrymlings hatch from eggs that resemble, and can blend into whatever habitat, or environment the eggs are in.
The Wrymlings once hatched learn how to fend for themselves, and create their own personalities, wants, and desires. Each member of the species is different n their own way. They learn how to shapeshift as they age, and tend to do so to manipulate their prey, or enemies.
If an egg is hatched with twins, then the two share and care for each other for their entire lives. They learn how to cooperate with each other, and do activities together, they love each others company that much. However, if a twin is killed then the other goes through depression for the rest of its long life. This can cause the Wrymling to become more evil as it ages.
Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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