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