Changing Scales. The Changewing Dragon Wrymling can shapeshift into any creature it can see within a 40-ft radius of it's choosing for 3-minute. It gains the creature abilities but can't be higher than its level.
Spellcasting. The Changewing Dragon Wrymling s a 3-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12 +2 to hit with spell attacks). The Young Changewing Dragon has following Sorcerer spells prepared:
Cantrips (at will): [Acid Splash], [Fire Bolt], [Poison Spray], [Shocking Grasp]
3rd level (4 slots): [Cure Wounds], [Chromatic Orb], [Scorching Ray], [See Invisibility]
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 12 Con Save. Each creature takes 3d6 damage on a failed save, and half damage on a successful save.
Bite. Bite: + 2 to hit, reach 5 ft., 1 target. Hit: 14 (3d4 + 2) Piercing damage.
Tail Barb. Tail Barb Attack: +2 to hit, range 5/10 ft., 2 targets. Hit: 9 (2d4 + 2) Piercing damage.
Claw. Claw: + 2 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 2) Slashing damage.
A Young Changewing Dragon can use bonus action once per turn. It can either use its Bite Attack, Tail Barb Attack, Breath Weapon, Claw, 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 2 times, and can't use it any more than once.
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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.
Young Changewing Dragons begin to seek out a lair the size of a huge courtroom. Why? Because the place where it makes its lair, remains its lair for the rest of it's long life. The dragon can however reshape the area to it's own liking that reflects it own personality, as these dragons like to differ themselves from other dragons of their kind.
If twins survive together into this stage of their life then they seek out a much more gargantuan place where both of them can live, collect, and control simultaneously. The twin dragons share their food, and treasure, but when it comes to controlling their area one takes the role as a commander of any creatures that choose, or they enslave into an army, cult, and housecleaning. The other takes the role as a planner, mastermind, and reshape of the entire environment. This twin seeks out more territory as both twins get older so they can purge, and manipulate unsuspecting peoples, biomes, and wildlife. But when it comes to fighting other dragons of their kind, or the larger dragons of metallic, and chromatic heritage both dragons work together with their shapeshifting, manipulative magic, and armies to root out their enemies.
Never underestimate the small.
They begin to seek out food that mostly contains larger lizards, humanoids, and young cattle. They can hunt by force, or use a more manipulative route by shapeshifting into a member of that species, and lead them back to it lair where the unsuspecting prey gets devoured.
Lair and Lair Actions
If the lair only has one dragon living in it, it is the size of a huge courtroom filled with the treasures the spark its interests, persona, and overall power over the lair. It can reshape it any time it wants to make theft nearly impossible.
If the lair holds twin dragons the lair is a more gargantuan size with many different treasures of each dragons interests, and persona. The lair is constantly changing, even when the dragons are gone. Making theft all of the impossible.
Changewing Dragons choose whatever terrain they feel most comfortable in, and live the rest of their long years there. Eating, sleeping, collecting, and controling all of the region, and its creatures.
Lair Actions
On initiative count 14 (losing initiative ties), the Young Changewing Dragon takes a lair action to cause one of the following effects; the Young Changewing Dragon can’t use the same effect two rounds in a row:
- Alter Terrain. The dragon reshapes its lair to make it more difficult for players to attack it, causes players to have disadvantages on attacks, and reduces their speed by 5 ft. While the dragon gains a +2 bonus to attacks, and gains a 35 ft walking speed.
- It can summon an army of the native creatures of its territory to help it attack enemies in its lair. Number of allies is 1d12.
Regional Effects
The region containing a legendary Changewing Dragon’s lair is an ever so shapeshifting terrain which creates one or more of the following effects:
- Alter Territory: The Dragon reshapes it's territory every 30 minutes. Making traveling ever so difficult.
- Geysers: The dragons can create geysers of pure energy of the elements it's immune too. Causing lots of damage to unsuspecting travelers every 1 hour of each day.
- The dragon can also summon creatures of it's chosen territory whenever it wants as patrols. It can also do the same with undead.
- Mist: The region surrounding the dragon's lair is covered in a mist from day in to day out every day. It can cause a decrease to vision if tis thick enough.
If the Changewing Dragon dies, these effects fade over the course of 3d12days.







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