Dungeon Dragon Wyrmling

Medium dragon, neutral

Armor Class

17 (natural armor)

Hit Points

112 (15d8 + 45)

Speed

30 ft., fly 60 ft.

STR

19 (+4)

DEX

10 (+0)

CON

17 (+3)

INT

14 (+2)

WIS

15 (+2)

CHA

15 (+2)

Senses

blindsight 10 ft., darkvision 30 ft., passive Perception 16

Saving Throws

Dex +2, Con +5, Wis +4, Cha +4

Skills

Investigation +6, Perception +6, Survival +4

Languages

all

Challenge

4 (1,100 XP)

Innate Spellcasting. The dungeon dragon’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components.

  • At will: alarm, arcane lock, detect magic, identify, knock

  • 1/day each: find traps, scrying, stone shape, wall of stone

Labyrinthine Recall. The dungeon dragon can perfectly recall any path it has traveled.

Trap Master. The dungeon dragon has advantage on saving throws against the effects of traps.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Confusion Breath (Recharge 5–6). The dragon exhales gas in a 15-foot cone that spreads around corners. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to Dash in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

medium
dragon
cr4
tome-of-horrors