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Aside from this, and the fact that young black and green dragons are more likely to stand and fight than black and green wyrmlings are, there isn’t really any significant difference between a young dragon and a wyrmling. Young dragons add a Multiattack to their repertoire: their single Bite turns into a Claw/Claw/Bite. If reduced to 40 percent of its maximum hit points or fewer, a wyrmling will Dodge and fly away. If its breath weapon isn’t available, it will Dodge, then reposition. If a wyrmling is ganged up on, and it has its breath weapon available, it will use that breath weapon, backing up (and potentially incurring one or more opportunity attacks) far enough to catch all its melee attackers, then using the remainder of its movement to fly, burrow, swim, climb or crawl to a more favorable position, one where it can fight just a single melee opponent at once. They don’t like engaging in melee with more than one opponent, though. When prey is within striking distance, wyrmlings attack with their breath weapons first on subsequent turns, if their breath weapons haven’t recharged, they bite. Any type may also choose simply to fly in, on owl-silent wings. Red wyrmlings, which can climb, may drop from a branch or rocky overhang. Blue and white wyrmlings, which can burrow, may come up out of the earth. Their alternative movement ability indicates their method of ambush: Black and green wyrmlings, which can swim, may come up out of the water to attack, like a crocodile. Before combat begins, they will always use their Stealth ability, either to stalk prey (if outside their lairs) or to conceal themselves (if within them). They prefer to rest during the day aboveground, they move about in twilight or at night. Wyrmlings are the youngest and least complicated dragons. Dragons of every other color and age won’t hesitate to get directly up in your grille. These, despite their Strength, may prefer simply to use their Stealth to avoid combat unless they’re attacked. Of the chromatic dragons, only black and green wyrmlings lack the Constitution to take on any comer in melee. Taking high Strength and Constitution as indicative of a “brute” profile, a tough creature with a strong preference for toe-to-toe fighting, most dragons are brutes, even at the wyrmling stage. (They beat it anyway, very cleverly, I’m happy to say.)
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My players recently fought a dragon that got to use its breath weapon three rounds in a row because the dice happened to fall that way. On average, this means the dragon will get to use its breath weapon once every three turns. If you roll a 5 or a 6, it has access to its breath weapon again. Because of its power, it has to recharge: At the start of each of its turns, roll a d6 for the dragon. The breath weapon does powerful damage over a cone-shaped area of effect. Every dragon, even a wyrmling, has a breath weapon, with effects depending on the dragon’s color. This last feature is dragons’ defining characteristic. They all begin as uncomplicated “wyrmlings,” then gain abilities and features as they age and grow. They all have blindsight and darkvision, suiting their subterranean dwelling preferences. They all have proficiency in Perception and Stealth.
5E HALF DRAGON PC PLUS
They all have bonuses on the “big three” saving throws (Dexterity, Constitution and Wisdom), plus Charisma.
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They all have high Strength and Constitution. They all fly, at twice their land movement speed, and all have one additional movement ability, depending on their color. I’ll begin today with the “chromatic” (evil) dragons, then continue with the “metallic” (good) dragons tomorrow.įirst, there are certain things that all dragons have in common. But unlike, say, demons, which are all over the place in terms of what they can do, dragons are easy to work with, because they all follow the same pattern. The Monster Manual’s section on dragons is one of the longest in the book and, at first glance, one of the most complicated.