Small Dragon, Typically Neutral
Armor Class 17 Natural Armor
Hit Points 52 (7d12 + 7)
Speed 60 ft., Fly 150 ft.
STR
13 (+1)
DEX
10 (+0)
CON
13 (+1)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Skills Animal Handling +3, Stealth +3, Survival +3
Senses Passive Perception 14
Languages Draconic, Druidic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Blink. 1/Day The dragon can roll a d20 at the end of each of its turns for 1 minute. On a roll of 11 or higher, it vanishes from current plane of existence and appears in the Ethereal Plane. At the start of its next turn, and when the spell ends if it's on the Ethereal Plane, it returns to an unoccupied space of its choice that it can see within 10 feet of the space it vanished from. If no unoccupied space is available within that range, it appears in the nearest unoccupied space (chosen at random if more than one space is equally near). The Dragon can dismiss this spell as an action.
While on the Ethereal Plane, the dragon can see and hear the plane it originated from, which is cast in shades of gray, and it can’t see anything there more than 60 feet away. The dragon can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive it or interact with it, unless they have the ability to do so.

Wild Shape. 2/Day The dragon can shape into any small size creatures up to CR 1/2. The dragon can use Swim speed if the creature has it.

Spellcasting. The Amber Dragon is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The Amber Dragon has following Druid spells prepared:
Cantrips (at will): Mold Earth, Druidcraft
1st level (2 slots): Absorb Elements, Thunderwave

Actions

Multiattack. The dragon makes one prow and one claw attack.

Prow. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 13 (2d12 + 1) piercing damage. 

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 11 (2d10 + 1) slashing damage.

Amber Breath (Recharge 6). The dragon sprays a 30ft cone of hot sap which hardens on any creatures in the area. Creatures with Evasion is immune to this attack. A DC14 Dexterity saving throw is allowed to avoid total immobilization.
On succeed, the creature is restrained for 2d6 + 2 rounds and can succeed a DC10 Strength check as an action to break themselves free or a free creature can deal 5 damage to break it. AC5.
On a fail, the creature is restrained for 4d6 + 4 rounds and cannot speak or breath. 1 full round action is allowed in attempt to break out requiring DC17 Strength check to succeed. On a fail, the creature becomes incapacitated till either the time is up or a free creature deals 30 damage to the sap. AC12.

Habitat: Forest

Catdemon_1312

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