Free interactive D&D 5e SRD stat block

Gold Dragon Wyrmling

Medium Dragon, CR 3, AC 17, 60 HP. Lawful Good.

Medium Dragon (Metallic), Lawful Good

AC
17
Initiative
+4 (14)
HP
60 (8d8+24)
Speed
30 ft., Fly 60 ft., Swim 30 ft.
ScoreModSave
STR 19 +4 +4
DEX 14 +2 +4
CON 17 +3 +3
INT 14 +2 +2
WIS 11 +0 +2
CHA 16 +3 +3
Skills
Perception +4 , Stealth +4
Immunities
Fire
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 14
Languages
Draconic
CR
3 (XP 700; PB +2)

Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10+4) Slashing damage.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.

Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

How to run Gold Dragon Wyrmling

A gold dragon wyrmling is a child with two breath weapons and a moral compass. CR 3, 60 HP, AC 17, Lawful Good, Charisma 16, Draconic-speaking, and impressionable. The whole point of putting one on the party's side is the relationship. It is not a pet, it is a junior NPC with opinions, and the players will get attached the moment it cracks a joke in Draconic. Decide before the session whose voice it copies. Most wyrmlings have picked up a parent's mannerisms but in a high-pitched register, which is funny for thirty seconds and load-bearing for the rest of the campaign.

In combat, lead with positioning. Fly 60 ft. plus Amphibious means the wyrmling can get above any non-flying enemy in a round and stay there. Once it has line, the priority is Fire Breath: DC 13 Dex save, 4d10 fire in a 15-foot cone. Then Multiattack with two Rend at +6 for 1d10+4 each. Save Weakening Breath for the round when the party's tank is in trouble, since a single use forces an enemy to disadvantage Strength tests and subtract 2 from damage rolls for up to a minute. That is the wyrmling's actual gift to the party: tax the boss, then claw away.

The wyrmling does not understand grey morality. It will refuse to attack surrendering enemies, will object to looting corpses, and will ask the paladin uncomfortable questions about the rogue's evening hobbies. Don't make this annoying. Make it earnest. The wyrmling is asking the questions a younger player at the table might ask, and the answers the party gives become the campaign's actual moral spine.

Stat blocks tell you the breath weapon recharges. Storytelling tells you the wyrmling will be insufferably proud the first time it lands a Weakening Breath. Let the player to its left high-five it.

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

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →