Medium dragon, Chaotic Good
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 16 (3d8 + 3) |
| Speed | 30 ft., burrow 15 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) |
| Saving Throws | Cha +3, Con +3, Dex +2, Wis +2 |
|---|---|
| Skills | Perception +4, Stealth +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | blindsight 10 ft., darkvision 60 ft., passive Perception 14 |
| Languages | Draconic |
| Challenge | 1 |
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
The dragon uses one of the following breath weapons.
Fire Breath The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Medium dragon (metallic), Chaotic Good
| Armor Class | 15 |
|---|---|
| Hit Points | 22 (4d8 + 4) |
| Speed | 30 ft., burrow 15 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 11 (+0) | 13 (+1) |
| Saving Throws | Dex +2, Wis +2 |
|---|---|
| Skills | Perception +4, Stealth +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire |
| Condition Immunities | — |
| Senses | Blindsight 10 ft., Darkvision 60 ft., passive Perception 14 |
| Languages | Draconic |
| Challenge | 1 |
Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.
dex DC 11, each creature in a 20-foot-long, 5-foot-wide Line [Area of Effect]. Failure: 14 (4d6) Fire damage. Success: Half damage.
con DC 11, each creature in a 15-foot Cone [Area of Effect]. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. 2 The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.