AC
17
Initiative
+2 (12)
HP
75
(10d8 + 30)
Speed
30 ft., Climb 30 ft., Fly 60 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 10 | +0 | +2 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 11 | +0 | +2 |
| CHA | 15 | +2 | +2 |
Skills
Perception +4, Stealth +2
Immunities
Fire
Senses
Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages
Draconic
CR
4 (XP 1,100; PB +2)
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
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Posted Mar 19, 2025The Fire breath Failure and Success text is swapped.
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Posted Apr 29, 2025If the defender saves the DC, then it is considered a success, so half damage is correct. The wording on the new stat blocks is sparse, so it does seem a bit confusing at first. The "failure" or "success" is from the point of view of the thing the monster is attacking, not the monster itself.
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Posted Oct 22, 2025Bruv I’m fighting a 200 year old dragon and somehow it’s still a child
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Posted Jan 19, 2026I used this monster stats block as an initial template for my Red Dragon Wyrmling character for a unique homebrew campaign: a coming-of-age epic starring dragons as player characters. =D
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Posted Apr 25, 2026I have read this multiple times and never noticed that!
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Posted Jul 14, 2026Roar!
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Posted Jul 16, 2026Has anyone ever thought the breath recharge dice can make or break a Dragon encounter, a DM could roll constantly under the 5 and only ever use it once in an entire fight. Wouldn't it be more reliable and better to judge the proper difficulty if it was more like once every 2 or 3 rounds vs. every 5 or 6 on a d6?
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Posted Aug 15, 2026fair. It could be the opposite though. I fought a white dragon wyrmling (cr 2) when I was 4th level, and I died because the DM rolled a 5, 6, 5 (for the recharge rolls). GRRRR
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Posted Oct 26, 2026The goal isn’t for each encounter to be perfectly balanced; your argument suggests that a player rolling 5 nat ones is inherently unbalanced and therefore should be changed, which takes some of the fun out of the game. You flattening this statblock to a 2d encounter where either the adventurers die or the dragon dies is rather silly; I would suggest providing more options, like escaping an encounter you’re losing, rather than kill or be killed in every fight. Maybe the dragon doesn’t want to die, so if you bloody it, they might stop being aggressive or attempt to run away rather than die. You do bring up a good point, but the solution isn’t to compress the chance that dice bring to the table into a guarantee and a pattern that players can learn to predict. If you want a quantifiable change to put on the statblock, you could decrease the chance that they roll a recharge; for example, they start with a Recharge 4-6, which reduces to a 5-6, then 6, then you can’t recharge until a long rest every time you use the ability. This specific change only works for longer fights, but the general idea should work for anything.