| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 12 | +1 | +3 |
| CON | 13 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +2 |
| CHA | 13 | +1 | +1 |
Crash Landing. If the Dragon takes an amount of damage equal to or greater than their Constitution Saving Throw Bonus (3) in a single instance of damage while Flying, they must make a Constitution Saving Throw (DC equal to damage delt) or be knocked Prone, landing on the ground (after the Saving Throw but before the Turn that caused it is complete) the Dragon is then Grounded and must spend it's full movement to rise from Prone on it's following turn.
Knocked Loose. If the Dragon takes an amount of damage equal to or greater than double their Constitution Saving Throw Bonus (6) in a single instance of damage while Climbing, they must make a Constitution Saving Throw (DC equal to damage delt) or be knocked Prone, landing on the ground (after the Saving Throw but before the Turn that caused it is complete) the Dragon is then Grounded and must spend it's full movement to rise from Prone on it's following turn.
Tasty Armor. If a target is made of metal or wearing metal armor they have disadvantage on saving throws forced by the dragon, and the dragon has advantage on attacks against said targets.
Jumping Legs. This Dragon may jump 30 ft. per 10 ft. of standard movement spent (best used to gain height before Flight).
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d8 + 2) Slashing damage plus 2(1d4) Acid damage.
Pocket Sand. Constitution Saving Throw: DC 11, reach 5 ft. Failure target has the Blinded Condition until the end of their next turn.
Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 19 (4d8 + 1) Acid damage. Success: Half damage.
Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can’t take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.
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