Small Dragon, Chaotic Good
Armor Class 12 Natural Armour
Hit Points 31 (5d8 + 3)
Speed 40 ft., Fly 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +6, CON +5
Damage Resistances Cold
Damage Immunities Fire
Condition Immunities Blinded, Poisoned
Senses Blindsight 15ft, Darkvision 120ft, Passive Perception 17
Languages Draconic Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Connective regeneration: During a short rest, the dragon can use its owner's hit die to heal any hit points it loses

The dragon is able to short and long rest by returning to the Tattoo, it just takes double the time to do so if the 'wearer' is being unrestful

 

Upon reaching 0 hit points or below, the dragon returns to the Tattoo on the -ve hit point they would be on after the killing blow, and can simply be healed using heal spells, but the negative hit points must be healed before going above 0 hit points

 

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Breath Weapons (Recharge 3 per short rest): The dragon uses one of the following breath weapons.

Whetted Blaze. The dragon exhales fire a sharp bolt of fire in a 30-foot line that is 2 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 17 (3d8+4) fire damage on a failed save, or half as much damage on a successful one.
Smoke screen. Smoke is puffed out of the dragon's mouth in a 10ft cube (10x10x10, but these dimensions can change up to the max volume) which deals 3 (1d4+1) force damage, 3 (1d4+1) fire damage, and heavily obscures an area (all those within suffer the 'blinded' condition until they leave the area)
This lasts for 6 seconds before only lightly obscuring the area for 6 seconds
It can be dispelled early by strong winds, both magical and non-magical
Bonus Actions

A Dragon's Cunning (Recharge [Proficiency Bonus] per short rest): The dragon can use a bonus action to Disengage, Dash, or Hide

Reactions

Opportunity Attack. The Dragon is able to make a claw attack when an enemy exits melee range

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2024 10:03:49 PM
3
1
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Coming Soon
LightSphere1008

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