Free interactive D&D 5e SRD stat block

Brass Dragon Wyrmling

Medium Dragon, CR 1, AC 15, 22 HP. Chaotic Good.

Medium Dragon (Metallic), Chaotic Good

AC
15
Initiative
+2 (12)
HP
22 (4d8+4)
Speed
30 ft., Burrow 15 ft., Fly 60 ft.
ScoreModSave
STR 15 +2 +2
DEX 10 +0 +2
CON 13 +1 +1
INT 10 +0 +0
WIS 11 +0 +2
CHA 13 +1 +1
Skills
Perception +4 , Stealth +2
Immunities
Fire
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 14
Languages
Draconic
CR
1 (XP 200; PB +2)

Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10+2) Slashing damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.

Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: 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.

How to run Brass Dragon Wyrmling

A brass dragon wyrmling on the party's side is a chatty teenager with wings. It is Chaotic Good, fluent only in Draconic, and physically about the size of a large dog. Most parties acquire one by accident: rescuing it from poachers, hatching an egg, agreeing to escort it back to a desert lair where its parent is waiting. The framing that earns the most table time is "we are babysitting a dragon", because the wyrmling will absolutely insist on coming along into dungeons it has no business entering.

In combat, lead with Fire Breath if it has the slot. The 20-foot line, 5-foot wide, DC 11 Dex save for 14 fire is your one big play, and recharge 5 to 6 means it'll likely come back. After that, the wyrmling is a Rend monkey at +4 for 7 slashing, which is fine support damage and not much else. The smarter line is Sleep Breath, the 15-foot cone, DC 11 Con save: a failure incapacitates, a second failure drops the target unconscious for a minute. Use it on the brute the party wants captured alive, since damage breaks the effect cleanly and an ally can wake them in fiction.

Speed matters more than damage at CR 1. Walk 30, burrow 15, fly 60. The wyrmling can scout above a forest canopy, dig under a wall, or yank a fallen PC out of a melee by grabbing them and flying them ten feet up. Treat it as a mobility multiplier for the party, not a damage dealer. With 22 HP and AC 15, it will not survive a real fight, so the party's job is to keep it out of cleave range. Sell that vulnerability the first time someone hits it with an arrow.

Let the wyrmling have one strong opinion per session. It hates lying, loves dawn, refuses to fight kobolds without checking why first. The opinions become campaign hooks faster than any stat ever will.

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

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