Free interactive D&D 5e SRD stat block

Blue Dragon Wyrmling

Medium Dragon, CR 3, AC 17, 65 HP. Lawful Evil.

Medium Dragon (Chromatic), Lawful Evil

AC
17
Initiative
+2 (12)
HP
65 (10d8+20)
Speed
30 ft., Burrow 15 ft., Fly 60 ft.
ScoreModSave
STR 17 +3 +3
DEX 10 +0 +2
CON 15 +2 +2
INT 12 +1 +1
WIS 11 +0 +2
CHA 15 +2 +2
Skills
Perception +4 , Stealth +2
Immunities
Lightning
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 14
Languages
Draconic
CR
3 (XP 700; PB +2)

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10+3) Slashing damage plus 3 (1d6) Lightning damage.

Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Lightning damage. Success: Half damage.

How to run Blue Dragon Wyrmling

A blue dragon wyrmling is the dragon you put in front of a tier-1 party that needs to feel like they fought a dragon. CR 3, 65 HP, AC 17, and a Lightning Breath that can two-shot a wizard if the dice are kind. The wyrmling is also smart enough (Int 12, Cha 15) to talk, brag, and threaten, which is half the fun. It is a child with a flamethrower attitude and immunity to lightning damage, and it has been told its whole short life that it is the most important creature in the desert.

Open with Lightning Breath if it's available. 6d6 lightning, DC 12 Dex, 30-foot line that's only 5 feet wide. The narrow line is the lever: position the wyrmling so two PCs are stacked along the line. Average 21 damage on a fail will drop a level-3 squishy or chunk a fighter. Recharge 5-6 means you'll likely have it again in a round or two, so it's worth darting out of melee to set up a clean line. After the breath, switch to Multiattack: two Rends at +5, average 11 each (8 slashing plus 3 lightning).

Mobility is the wyrmling's edge. 60 ft. fly, 30 ft. walk, 15 ft. burrow. Don't sit in melee with the fighter. Open the round at altitude, dive for two Rends if the line isn't clean, then climb back out of reach. The party's archers will need to dedicate a turn to bringing it down, and a dedicated turn from the rogue is a turn the rogue isn't sneak-attacking the cult leader you've also put in this scene. Pair the wyrmling with a few cultist minions and the encounter runs itself.

Wyrmlings are arrogant and brittle. Below half HP, this one is suddenly remembering it has a parent who would be furious about its death, and it tries to flee straight up. The party should hear the scream-shriek of a child reptile as it climbs out of bow range. If they let it go, it tells the adult dragon. If they kill it, the adult dragon finds out anyway. Either way, you have a sequel hook.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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