Small Dragon, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 44 (8d6 + 16)
Speed 30 ft., Fly 30 ft., Burrow 15 ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
14 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +3, CON +5, WIS +6, CHA +4
Skills History +4, Perception +5, Stealth +2
Damage Resistances Cold
Damage Immunities Poison, Psychic
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common, Deep Speech, Draconic, Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The cobalt dragon wyrmling's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: <i>ensnaring strike</i>, <i>minor illusion</i>
3/day: <i>charm person</i>, <i>entangle</i>
2/day: <i>fear</i>
1/day: <i>dominate beast</i>

Actions

Multiattack. The dragon can use its Vile Presence. It then makes one bite attack.

Vile Presence.
Each creature of the dragon's choice that is within 120 feet of the dragon and can see it must succeed on a DC 13 Intelligence saving throw or become poisoned for 1 minute and must roll for a short-term madness. A creature that is immune to the poisoned condition is immune to this effect. A creature that loses sight of the dragon immediately ends this effect.

Bite.

<i>Melee Weapon Attack:</i> +5 to hit, reach 5 ft., one target. <i>Hit:</i> 8 (1d10 + 3) piercing damage.

Magnetic Breath (Recharge 5–6). The dragon exhales a 100 foot long and 5 foot wide line of pure magnetic force, creatures wearing metal or any loose metal caught in the attack are flung to the end of the range of the breath, stopping when they would reach an obstacle. Loose metal objects flung in this way that hit a creature deal 1d6 piercing damage for every 10 feet it moves in the breath and have a +5 to hit. Other cobalt dragons are immune to this attack.

Synaptic Breath (Recharge 5–6). The dragon focuses its magnetic force to such a degree it disorients creatures. The dragon chooses one target it can see within 30 feet of it to make a DC 13 Constitution saving throw or take 3d6 psychic damage and must roll for a short-term madness. Taking half as much on a success and not suffering madness. A creature that is brought to 0 hit points by this attack has their mind scrambled, erasing the last 24 hours of memories it has.

Reactions

Sheer Magnetics. As a reaction, when a creature would attack the dragon with a metal weapon it can impose disadvantage on the attack.

Description

Grim and sullen in demeanor, the fierce cobalt dragons measure success by the territories they rule and the lesser creatures they subjugate. They suffer no traveler to pass through their lands without bending knee and acknowledging their power, and anyone who refuses quickly comes to regret that error.

Norseyagi

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