| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +4 |
| DEX | 14 | +2 | +8 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 14 | +2 | +5 |
Draconic Bond. If a player hatches this chick from an egg or rescues it before it imprints on its mother, the chick becomes a loyal companion. It follows the player's commands to the best of its ability but requires constant feeding and protection.
Infant Instability. The chick is not yet in control of its power. If it takes more than 10 damage in a single turn, it must succeed on a DC 10 Constitution Saving Throw or be Stunned until the end of its next turn.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fledgling Breath (Recharge 5–6). The chick exhales fire in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity Saving Throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
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 Action Name. 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
If a player steals a Black Dragon's Chick (or its egg), they are marked by the mother. For the next 1d10 days, the mother dragon (use Adult Red Dragon stats for fire-breathing accuracy) will track the party's scent.
-
The Chase: Every time the party takes a Long Rest, there is a 25% chance the mother finds their location.
-
Escape: To successfully "keep" the dragon, the party must cross a major geographical barrier (like a sea or mountain range) or use high-level magic to mask their scent.
Black Dragon's Chick (CR 1/2): A tiny, fire-breathing dragon capable of bonding with a player. It is Neutral rather than evil, but keeping it requires escaping the relentless pursuit of its mother. It features a Fledgling Breath that deals fire damage in a 10-foot cone.
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.
Comments