Wyrmling Copper Dragon

Copper Dragon, Wyrmling

Medium dragon, chaotic good

1
Challenge Rating
200 XP

Copper Dragon Wyrmlings are the young offspring of Copper Dragons. These dragonlings are small in size and possess distinct characteristics that set them apart from their larger, more powerful adult counterparts.

Copper Dragon Wyrmlings have sleek, metallic scales in shades of reddish-brown or copper, which provide them with a natural armor. They are known for their mischievous and playful nature, often engaging in playful pranks and tricks.

Despite their youthful exuberance, Copper Dragon Wyrmlings are still formidable creatures. They possess a breath weapon in the form of an acidic breath, which they can use to spray a line of corrosive acid at their enemies. This acidic attack can cause significant damage to those caught in its path.

These dragonlings are agile and quick, making them adept at aerial maneuvers and acrobatics. They are capable of flight, soaring through the skies with their wings, and they often use their aerial mobility to their advantage during combat.

Copper Dragon Wyrmlings are intelligent creatures and possess a keen sense of humor. They enjoy riddles, puzzles, and engaging in clever wordplay. They are also known for their curiosity and love of knowledge, often exploring their surroundings and seeking new experiences.

While still young and inexperienced, Copper Dragon Wyrmlings are beginning to develop their innate draconic powers and can become valuable allies, guardians, or even adversaries.

Actions

  • Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
  • Breath Weapons: The dragon uses one of the following breath weapons.
    Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
    Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Armor Class: 16 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft. (walk), 30 ft. (climb), 60 ft. (fly)
str
15
+2
dex
12
+1
con
13
+1
int
14
+2
wis
11
+0
cha
13
+1
Damage Immunities: acid
Proficiency Bonus: +2

Proficiencies

  • Saving Throw: DEX +3
  • Saving Throw: CON +3
  • Saving Throw: WIS +2
  • Saving Throw: CHA +3
  • Skill: Perception +4
  • Skill: Stealth +3

Senses

  • Passive Perception: 14
  • Blindsight: 10′
  • Darkvision: 60′
Languages: Draconic

Credits: SRD 5.1