Young Dragons, while still being smaller creatures compared to their adult forms, are beginning to gain intellect and cunning. They’ve had time to become more proficient in their element and it’s chaotic nature. Their scales have built a hardness and luster that has become a fine form of defense. They’re at a point in their life where their mastery of flight allows them to find a lair of their own with which they will continue to mature.
Large Quadrupedal Elemental
Hit Points
30
Speed
40 ft
AC
18
Fortitude
19
Reflex
14
Will
13
Str
18 (+4)
Dex
16 (+3)
Con
20 (+5)
Int
13 (+1)
Wis
15 (+2)
Cha
13 (+1)
Immunities. Earth damage (Earth), Fire damage (Fire), Water damage (Water), Wind damage (Wind). MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. (Earth), BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. (Fire), WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet. (Water), WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. (Wind)
Resistances. FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state. (Earth), WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet. (Earth), WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. (Fire), BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. (Water), MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. (Wind)
Weaknesses. Wind damage (Earth), Water damage (Fire), Earth damage (Water), Fire damage (Wind).
Flying. The creature my Fly up to it’s Maximum Speed.
Darkvision. The creature can see in the darkness up to 120 ft.
Dragon’s Scales. Damage types that the creature has an Immunity to instead reflect the damage back on to the attacker.
Tail Sweep. If the creature has more than one enemy adjacent to it, it can sweep with its Tail attack, gaining the Cleave combat maneuver.
Actions
Bite (Str). +7 to hit AC, 2d12+4 Piercing damage.
Claws (Str). +7 to hit AC, 2d8+4 Slashing damage and the target is LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration. a number of turns equal to the creature’s Wisdom modifier.
Tail (Dex). +6 to hit AC, 2d6+3 Bludgeoning damage.
Legendary Actions
Upon being Bloodied, the creature beings using their Legendary Action. These may be used a number of times per long rest equal to the creature’s Wisdom modifier.
Breath Attack (Wis/Earth). 60ft Cone AoE, +5 to hit Reflex, 2d10+2 Earth damage and the target is MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. for a number of turns equal to the creature’s Wisdom modifier. Upon a miss, the target takes half damage and is MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. until the end of their next turn.
Breath Attack (Wis/Fire). 60ft Cone AoE, +5 to hit Reflex, 2d10+2 Earth damage and the target is BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. for a number of turns equal to the creature’s Wisdom modifier. Upon a miss, the target takes half damage and is BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. until the end of their next turn..
Breath Attack (Wis/Water). 60 ft long, 10 ft wide Line AoE, +5 to hit Reflex, 2d10+2 Water damage and the target is FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state. for a number of turns equal to the creature’s Wisdom modifier. Upon a miss, the target takes half damage and is FrozenFrozenThe target is engulfed ice and cannot move or act. The next slashing or bludgeoning damage to the target is automatically a critical hit and breaks the target out of its Frozen state. until the end of their next turn.
Breath Attack (Wis/Wind). 60 ft long, 10 ft wide Line AoE, +5 to hit Reflex, 2d10+2 Wind damage and the target is WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. for a number of turns equal to the creature’s Wisdom modifier. Upon a miss, the target takes half damage and is WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. until the end of their next turn.
Sample Flavor Text. “The dragon opens it’s mouth and begins charging a surge of elemental power from it’s breath…”