Medium Humanoid (Dragonborn), Any Alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
Senses Passive Perception 10
Languages Common, Draconic Any one language (usually Common), Draconic
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 11). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage.

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Chromatic Ancestry. You have a chromatic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from these:

black & copper(Acid), blue & bronze(Lightning), Green (Poison), red, brass & gold (Fire), silver & white (Cold), amethyst (Force), crystal (Radiant), emerald (Psychic), sapphire (Thunder), topaz (Necrotic).

This determines the damage type for your other traits.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6+1) bludgeoning damage.

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Shadoking2025

Comments

Posts Quoted:
Reply
Clear All Quotes