Free interactive D&D 5e SRD stat block

Bronze Dragon Wyrmling

Medium Dragon, CR 2, AC 15, 39 HP. Lawful Good.

Medium Dragon (Metallic), Lawful Good

AC
15
Initiative
+2 (12)
HP
39 (6d8+12)
Speed
30 ft., Fly 60 ft., Swim 30 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
2 (XP 450; PB +2)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes two Rend attacks.

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

Lightning Breath (Recharge 5-6). Dexterity Saving Throw: DC 12, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 16 (3d10) Lightning damage. Success: Half damage.

Repulsion Breath. Strength Saving Throw: DC 12, each creature in a 30-foot Cone. Failure: The target is pushed up to 30 feet straight away from the dragon and has the Prone condition.

How to run Bronze Dragon Wyrmling

A bronze dragon wyrmling on the party's side is one of the warmest scenes in low-level D&D. It's a Lawful Good metallic kid: curious, talkative in Draconic, brave to a fault, and absolutely going to get itself killed if you don't manage the encounter carefully. Treat it like a NPC sidekick with strong opinions, not a controllable resource.

In combat, the wyrmling wants to be in the air. Walk speed is 30 ft. but fly is 60 ft., so position it 20 to 30 ft. up and just out of melee reach. Open with Lightning Breath if it's available: a 40-foot line, DC 12 Dex save, 16 lightning on a failed save. Line that up so the party isn't standing in it, because the wyrmling will absolutely shoot through a friendly if it gets excited. Once the breath is spent, drop into Multiattack range for two Rend attacks at +5, 8 slashing each. Repulsion Breath is the situational tool: a 30-foot cone, DC 12 Strength save, push 30 feet and Prone on a fail. Use it once to dump a melee threat off a cliff, off a ship, or away from the party's downed cleric.

The wyrmling is Amphibious and has a 30 ft. swim speed, so it shines at coastal and riverine adventures. It is also young and emotional. If a party member dies, the wyrmling tries something dumb the next round. If an enemy surrenders and the party kills them anyway, the wyrmling's morale tanks for the rest of the session and the elder bronze that loaned it will hear about it later. Lawful Good is not a flavor tag here, it's a behavioral constraint.

Give the wyrmling a hobby. Maybe it collects sea-glass, maybe it's learning Common from a sailor's songbook. The party should want to keep it alive for reasons beyond the breath weapon.

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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