Free interactive D&D 5e SRD stat block

Green Dragon Wyrmling

Medium Dragon, CR 2, AC 17, 38 HP. Lawful Evil.

Medium Dragon (Chromatic), Lawful Evil

AC
17
Initiative
+3 (13)
HP
38 (7d8+7)
Speed
30 ft., Fly 60 ft., Swim 30 ft.
ScoreModSave
STR 15 +2 +2
DEX 12 +1 +3
CON 13 +1 +1
INT 14 +2 +2
WIS 11 +0 +2
CHA 13 +1 +1
Skills
Perception +4 , Stealth +3
Immunities
Poison, Poisoned
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: +4, reach 5 ft. Hit: 7 (1d10+2) Slashing damage plus 3 (1d6) Poison damage.

Poison Breath (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: 21 (6d6) Poison damage. Success: Half damage.

How to run Green Dragon Wyrmling

A green dragon wyrmling is a clever hatchling that has already learned to lie. It is Lawful Evil at age zero with Int 14, and that intelligence is the encounter. Don't run it as a chromatic puppy. Run it as a small, malicious child with claws. Set the scene in a forest clearing or a flooded cavern (30 ft. swim and Amphibious), with a few minor servants it has bullied or charmed into helping: kobolds, scared peasants, a single hag's apprentice trading favors.

Open with Poison Breath if the party is bunched. DC 11 Constitution save against 21 poison in a 15-foot cone, recharge 5-6, and the DC is low enough that one PC will likely take half. After the breath, the wyrmling moves. It has 60 ft. of fly and 30 ft. of swim, so it should never be in melee with more than one PC at a time. Use the trees. Pop up over a branch, two Rend attacks at +4 to hit (10 slashing plus 3 poison each), then climb back into the canopy where the rogue's bow is the only real threat. Blindsight is only 10 ft., so a stealthy PC outside that range still has the usual rules to work with.

The wyrmling has Poison damage immunity and is immune to the Poisoned condition, so a druid leading with Cloudkill wastes the spell. Saves are otherwise weak (+1 to +3), so Hold Person, Banishment, and Hideous Laughter all hit normally. 38 HP and AC 17 means the fight is over in two or three good rounds if the party concentrates fire.

Wyrmlings flee. At 15 HP it bolts straight up, dives into the nearest pool, or hides in the canopy and lies very still. Have it call the party "kind sirs" while it backs away from the cleric. It will be back in five years at twice the size, and it will remember which one of them swung the killing axe.

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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