Amber Coat. The Young Ambar Dragon coats itself in ambar, that its body temperature avods from solidifiying, this coat of ambar protect the young dragon from attacks of its fows, attacks made with weapons that deal slashing or piercing damage are made with desadvantage.
If the Ambar dragon has been submerged in water whithin the last minute it loses its flying speed is reduced to 0 as its wings amber coat partialy solidifies.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. for, 1d8+3 piercing damage + 1d6 fire damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. for 1d6+3 slashing damage.
Ambar Breath (Recharge 5–6) The dragon exhales liquid ambar in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 4d8 acid damage + 3d8 fire damage and being restrained by amber on a failed save, or half as much damage on a successful one. a creature restrained in this way can once per turn, at the start of their turn, atempt to escape by succeeding in a DC 14 Strenght saving throw (no action required).
Description
Ambar dragons increase their skill with the use of their caracteristic ambar with age, they practice by traping bugs and other creatures of smaller size in ambar casings.
Their bites are hot, as their iner temperature is high to keep the amber from solidifying
Previous Versions
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