Medium Dragon, Typically Chaotic Neutral
Armor Class 13 Natural Armor
Hit Points 39 (6d8 + 12)
Speed 40 ft., Fly 40 ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws INT +4, WIS +4, CHA +4
Skills Animal Handling +4, Arcana +4, Nature +4, Perception +4, Stealth +2, Survival +4
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 14
Languages Draconic they also speak their own version, Druidic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting.

 The dragon is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The dragon has the following ??? spells prepared:

Cantrips (at will): Minor Illusion, Druidcraft, Thorn Whip, Prestidigitation
1st level (4 slots): Charm Person, Snare, Entangle

Magnetizing Sight.

 The dragon has the innate ability to magnetize an opponent up to three times per day. An individual who succeeds on a DC 12 Dexterity saving throw is magnetized for half of 3d4 (rounded down) rounds. A magnetized individual cannot with accuracy hurt, cast, sling, or shoot weapons that have any metal parts (daggers, axes, arrows with metal heads, etc). In addition, magnetized individuals wearing metal armor have their AC worsened by 1 and have disadvantage of attack rolls, as the metal of their armor binds. Other situational effects may occur, for example, if a floor is metal, the character may be slowed. This ability can only be activated on one creature at a time and is considered a concentration spell.

 
Actions

Bite.

 Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) damage.

Breath Weapon (Recharge 5-6).

 The dragon exhales scalding, sticky sap in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, those who failed their save are encased in hardening sap for 1d4 rounds. Those who succeeded in their save, break out of the sap and are free to move around without being hindered. YOu may get out of the resin with a DC 12 strength check.

Description

Amber dragons dwell alone in large, ancient coniferous forests. They make no permanent lair, but range throughout the thickly carpeted expanse of their forest – often an area as large as 900 square miles. Unlike most other dragons, these creatures disdainfully regard gold and other metallic treasures. They do not hoard material objects, thus any treasure found with an amber dragon is purely incidental.

Amber dragons are not exactly territorial, though they have been known to quickly dispatch creatures who enter a forest's depths with hostile intent. However, the amber dragon is no longer a “defender of the forest”. Rather, these creatures are a force of nature, as many of their abilities stem from their close connection to the natural world.

These dragons speak their own language, as well as various druidic tongues. They can communicate telepathically with druids and other forest-dwelling creatures, such as elves, gnomes, sprites, and brownies.

Amber dragons possess a thick, bark-like skin that ranges from dull gray to dark brown. Their eyes are the color of rich amber, and they have a long (1-foot) homed prow. In addition, an amber dragon's feet end in sharp, scythe-like claws.

This attunement to nature influences their reactions to other species. An amber dragon's personality is as mercurial as the shifting winds; they can be as gentle as a spring breeze, or as violent as a summer lightning storm. Though they share similar abilities and philosophies with druids, amber dragons merely tolerate the presence of this prieste; an alliance between a druid and an amber dragon is by no means an automatic, or even common, occurrence.

Habitat: Forest

Dankalmas

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