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sandmote
2020-04-22, 02:06 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/Fq6UB3mpL)

There's the Faerie dragon, the guard drake, the dragon turtle, and the wyvern aside from the true dragons? Is that about right? Anyway, this is a dump of a bunch of dragons, mostly taken from the 4e monster manual, the old dragonettes, and this (https://annarchive.com/files/Drmg146.pdf) copy of Dragon magazine (Note: link apparently downloads on phones). The true dragons from the magaize I've changed to linnorms/lindworms (4e seems to have called them the former?) to help distinguish them from chromatic, metallic, and gem dragons.

Tiny dragon, chaotic good

Armor Class 12
Hit Points 10 (4d4)
Speed 15 ft., swim 20 ft., fly 50 ft.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 10 (+0) 11 (+0) 8 (-1)
Skills Acrobatics +5, Perception +2
Damage Resistances Lightning, Thunder
Senses Passive Perception 10
Languages understands Common and Draconic but can't speak
Challenge 1/8 (50 XP)
Hold Breath. The dragon can hold its breath for 10 minutes.

Flyby. The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Evasion. If the dragon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dragon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom. The dragon can innately cast fog cloud, requiring no material components:

3/day each: fog cloud

Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit 3 (1d8-1) piercing damage.

Seaworthy Presence
Crow's-nest dragons, unique among the smaller dragons, infuse their nests with magical strength and seaworthiness, almost as if a lair. When a flock of crow's-nest dragons lives on a vessel, the hit points for the ship's hull are increased by ten percent of the base value.

However, if a crow's-nest dragon is killed, the rest of the flock abandons the vessel permanently. Because of this, many ship crews are severe to anyone attempting to kill a crow's-nest dragon from 'their' flock. Meant to be used by a Dragon patron chainlock, with a second feature useful for an aquatic campaign.

Small dragon, chaotic neutral

Armor Class 12 (Natural Armor)
Hit Points 18 (4d6+4)
Speed 10 ft., swim 35 ft., fly 35 ft. (hover)
STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 7 (-2) 6 (-2) 8 (-1)
Damage Immunities Fire
Skills Acrobatics +4, Intimidation +1, Perception +0
Senses passive Perception 10
Languages understands Common and Draconic but can't speak
Challenge 1/4 (50 XP)
Amphibious. The geyser dragon can breathe air and water.

Magic Resistance. The geyser dragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The geyser dragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 3 (1d6) piercing damage.

Steam Breath (Recharge 6). The geyser dragon exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Again, for a chainlock with a dragon patron. Rather than flyby, this one gets a damage immunity and can breath underwater.

Medium dragon, lawful evil

Armor Class 16 (Natural Armor)
Hit Points 72 (11d8+22)
Speed 20ft., burrow 20ft.
STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 16 (+3) 13 (+1) 12 (+1) 8 (-1)
Saving Throws STR + 6, CON +6, WIS +4, CHA +2
Senses Passive Perception 11
Languages Draconic, Undercommon, Terran
Challenge 5 (1,800 XP)
Magic Resistance. The mole dragon has advantage on saving throws against spells and other magical effects.

Spellcasting. The mole dragon is a 3th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The mole dragon has following cleric spells prepared:

Cantrips (at will): mold earth, toll the dead

1st level (4 slots): bane, earth tremor, silent image

2nd level (2 slots): hold person

Innate Summoning. As an action, the mole dragon can summon a single dust mephit, which acts to aid the mole dragon on the mole dragon's initiative. The mephit lasts for 1 minute, or until the dragon loses its concentration (as if it were concentrating on a spell).

Actions
Multiattack. The mole dragon makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 9 (1d12 + 3) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the dragon can't bite another target.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) For combat use

Small dragon, chaotic neutral

Armor Class 13 (natural armor)
Hit Points 45 (10d6+10)
Speed 35 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 12 (+1) 5 (-3) 12 (+1) 8 (-1)
Skills Stealth +2, Perception +3
Damage Immunities Lightning
Senses Passive Perception 13
Languages understands Draconic but can't speak
Challenge 3 (700 XP)
Arc Bite. When the drakken bites a single creature more than once in a turn, it deals an additional 2d4 lightning damage to that target for each additional bite, as electricity surges between the biting heads.

Magic Resistance. The drakken has advantage on saving throws against spells and other magical effects.

Relentless (Recharges after a Short or Long Rest). If the drakken takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Three Heads. The drakken has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When two of the drakken's heads are asleep, its other head is awake.

Actions
Multiattack. The drakken makes three bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6+2) piercing damage. From the dragon magazine link above, this thing is designed to be threat to lone players.

Huge dragon, lawful evil

Armor Class 18 (Natural Armor)
Hit Points 189 (18d12+72)
Speed 50 ft., burrow 25 ft.
STR DEX CON INT WIS CHA
15 (+3) 24 (+7) 20 (+5) 13 (+1) 14 (+2) 8 (-1)
Saving Throws STR +7, DEX +11
Skills Acrobatics +11, Intimidation +7
Damage Resistance Poison
Damage Immunities fire
Senses Tremorsense 30 ft., Passive Perception 15
Languages Common, Draconic
Challenge 12 (8,400 XP)
Hooded Terror As a bonus action, the linnorn extends its hood. Each creature within 30 feet that can see the linnorm must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the linnorm's next turn.

Legendary Resistance (2/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Actions
Multiattack. The linnorm makes three attacks: one with its tail and two with its claws.

Bite Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 11 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw,

taking 14 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw it is poisoned for 1 minute, and can repeat the saving throw at the end of its turn, ending the effect on a success.

Claw Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15ft., one target. Hit 14 (2d10 + 3) bludgeoning damage.

Breath Weapons (Recharge 5–6). The linnorm uses one of the following breath weapons:

Fire Breath. The linnorm exhales twisting flames in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Fire Shield. The linnorm exhales flames under itself, which billow out around the linnorm. Each creature within 20 feet must make a DC 17 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions
The linnorm can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.The linnorm regains spent legendary actions at the start of its turn.

Detect. The linnorm makes a Wisdom (Perception) check.

Bite. The linnorm makes a bite attack.Large dragon, lawful evil

Armor Class 16 (Natural Armor)
Hit Points 111 (13d10+39)
Speed 50 ft., burrow 25 ft.
STR DEX CON INT WIS CHA
17 (+3) 21 (+5) 16 (+3) 10 (+0) 13 (+1) 8 (-1)
Saving Throws STR +6, DEX +8
Skills Acrobatics +8, Intimidation +5
Damage Resistance Poison
Damage Immunities fire
Senses Tremorsense 30 ft., Passive Perception 11
Languages Common, Draconic
Challenge 5 (1,800 XP)
Hooded Terror As a bonus action, the linnorn extends its hood. Each creature within 30 feet that can see the linnorm must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the linnorms next turn.

Actions
Multiattack. The linnorm makes one attack with its claws and one with its tail.

Bite Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 11 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw it is poisoned for 1 minute, and can repeat the saving throw at the end of its turn, ending the effect on a success.

Claw Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit 9 (1d12 + 3) bludgeoning damage.

Fire Breath (Recharge 5–6). The linnorm exhales twisting flames in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 38 (11d6) fire damage on a failed save, or half as much damage on a successful one.
The adult version can breath under itself, creating a breath attack with a shape other than a cone or line. I liked that bit in the magazine article.

Large dragon, chaotic evil

Armor Class 16 (Natural Armor)
Hit Points 221 (21d12+84)
Speed 30 ft., burrow 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 12 (+1) 12 (+1) 13 (+1)
Saving Throws DEX +6, CON +8, WIS +5
Skills Deception +5, Perception +5, Stealth +6
Damage Immunities Acid, Cold
Senses Darkvision 120 ft., Tremorsense 30 ft., passive Perception 15
Languages Common, Draconic, Terran
Challenge 11 (7,200 XP)
Legendary Resistance (2/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite or black ice shot.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (3d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage.

Black Ice Shot. The linnorm unleashes a membranous web of black ice up to 60 feet away. Creatures within a 10 foot square the linnorm can see must make a DC 16 Dexterity saving throw or be restained by the ice, and are blinded and deafened while restrained in this manner. At the end of its turn, a restrained creature can make a DC 16 Strength saving throw to escape the ice, ending the condition on a success. Another creature can attack the ice to free a restrained creature (AC 8, 10 hit points).

Tail. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Frozen Acid Breath (Recharge 5–6). The linnorm spits a blast of corrosive webbing in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) cold damage and 14 (4d6) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Legendary Actions
The linnorm can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The linnorm regains spent legendary actions at the start of its turn.

Detect. The linnorm makes a Wisdom (Perception) check.

Tail Attack. The linnorm makes a tail attack.Large dragon, chaotic evil

Armor Class 16 (Natural Armor)
Hit Points 221 (21d12+84)
Speed 30 ft., burrow 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 19 (+4) 12 (+1) 12 (+1) 13 (+1)
Saving Throws DEX +6, CON +8, WIS +5
Skills Deception +5, Perception +5, Stealth +6
Damage Immunities Acid, Cold
Senses Darkvision 120 ft., Tremorsense 30 ft., passive Perception 15
Languages Common, Draconic, Terran
Challenge 6 (7,200 XP)
Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite or black ice shot.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (3d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage.

Black Ice Shot. The linnorm unleashes a membranous web of black ice up to 60 feet away. Creatures within a 10 foot square the linnorm can see must make a DC 16 Dexterity saving throw or be restrained by the ice, and are blinded and deafened while restrained in this manner. At the end of its turn, a restrained creature can make a DC 16 Strength saving throw to escape the ice, ending the condition on a success. Another creature can attack the ice to free a restrained creature (AC 8, 10 hit points).

Frozen Acid Breath (Recharge 5–6). The linnorm spits a blast of corrosive webbing in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 14 (4d6) cold damage and 14 (4d6) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
This is based on the original version of the Obsidian Dragon. Note that is gives up flight, but PCs have to deal with two damage types and the restraining ability.

Huge dragon, chaotic neutral

Armor Class 16 (Natural Armor)
Hit Points 168 (16d12+64)
Speed 60 ft., burrow 10 ft.
STR DEX CON INT WIS CHA
21 (+5) 20 (+5) 19 (+4) 12 (+1) 12 (+1) 13 (+1)
Saving Throws CON +8
Skills Deception +5, Perception +5, Stealth +9
Damage Resistances Radiant
Condition Immunities Blinded
Senses Darkvision 120 ft., Tremorsense 30 ft., passive Perception 15
Languages Common, Draconic
Challenge 11 (7,200 XP)
Legendary Resistance (2/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Scintillating Scales. When a creature that can see the linnorm starts its turn within 30 feet of the linnorm, the linnorm can force it to make a DC 14 Constitution saving throw if the linnorm isn't incapacitated and isn't in darkness or it is blinded until the start of the creature's next turn.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the linnorm until the start of its next turn, when it can avert its eyes again. If the creature looks at the linnorm in the meantime, it must immediately make the save.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (4d4 + 5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 11 (1d12 + 5) bludgeoning damage.

Beaming Breath (Recharge 5–6). The linnorm unleashes a blast of light in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions
The linnorm can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The linnorm regains spent legendary actions at the start of its turn.

Detect. The linnorm makes a Wisdom (Perception) check.

Tail Attack. The linnorm makes a tail attack.Large dragon, chaotic neutral

Armor Class 14 (Natural Armor)
Hit Points 102 (12d10+36)
Speed 60 ft., burrow 10 ft.
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 11 (+0)
Saving Throws CON +5
Skills Deception +2, Perception +3, Stealth +5
Damage Resistances Radiant
Condition Immunities Blinded
Senses Darkvision 60 ft., Tremorsense 30 ft., passive Perception 15
Languages Common, Draconic
Challenge 4 (1,100 XP)
Scintilating Scales. When a creature that can see the linnorm starts its turn within 30 feet of the linnorm, the linnorm can force it to make a DC 14 Constitution saving throw if the linnorm isn't incapacitated and

isn't in darkness or it is blinded until the start of the creature's next turn.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the linnorm until the start of its next turn, when it can avert its eyes again. If the creature looks at the linnorm in the meantime, it must immediately make the save.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage.

Beaming Breath (Recharge 5–6). The linnorm unleashes a blast of light in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.Based on the Rainbow Dragon from the dragon magazine article, these have a weaker version of a medusa's gaze.

Small dragon, unaligned

Armor Class 12
Hit Points 27 (6d6+6)
Speed 5 ft., 20 ft swim
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 13 (+1) 1 (-5) 12 (+1) 10 (+0)
Damage Immunities poison
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Hold Breath. While out of water, the wellworm can hold its breath for 30 minutes.

Water Breathing. The wellworm can breathe only underwater.

Actions
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) bludgeoning damage, and the target is grappled (escape DC 9). Until this grapple ends, the creature is restrained, and the worm can't constrict another target.Huge dragon, neutral evil

Armor Class 18 (Natural Armor)
Hit Points 124 (13d12+39)
Speed 35 ft., swim 35 ft.
STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 16 (+3) 10 (+0) 13 (+1) 8 (-1)
Skills Acrobatics +9, Intimidation +3
Damage Immunities poison
Senses Tremorsense 30 ft., Passive Perception 15
Languages Common, Draconic, Terran
Challenge 9 (5,000 XP)
Amphibious. The worm can breathe air and water.

Reattachable Organs The wellworm can heal itself, reattaching a body part to do so if necessary. As a bonus action, the wellworm regains 10 hit points. If the wellworm has taken damage at the end of this turn it loses 10 hit points.

Actions
Multiattack. The worm makes two constrict attacks.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is grappled, and restrained while grappled in this way. The worm can grapple up to two targets in this manner at a time.

Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 12 (2d10 + 5) bludgeoning damage.

Legendary Actions
The wellworm can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.The wellworm regains spent legendary actions at the start of its turn.

Detect. The wellworm makes a Wisdom (Perception) check.

Tail Attack. The wellworm makes a tail attack. Based on the Lambton Worm rather than anything I've seen from d&d.

Tiny dragon, chaotic evil

Armor Class 12
Hit Points 7 (2d4+2)
Speed 35 ft.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 10 (+0)
Senses Passive Perception 11
Languages --
Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d4 + 2) piercing damage.Large swarm of tiny dragons, chaotic evil

Armor Class 15
Hit Points 111 (17d10+17)
Speed 35 ft.
STR DEX CON INT WIS CHA
13 (+1) 21 (+5) 13 (+1) 2 (-4) 12 (+1) 10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Passive Perception 11
Languages --
Challenge 8 (3,900 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny needlefang drake. The swarm can't regain hit points or gain temporary hit points.

Actions
Multiattack. The swarm makes two bites attacks

Bites. Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (6d8) piercing damage, or 14 (6d4) piercing damage if the swarm has half of its hit points or fewer. Based on the ones from the 4e MM.

Large dragon, neutral evil

Armor Class 16 (Natural Armor)
Hit Points 128 (15d10+45)
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 3 (-4) 13 (+1) 12 (+1)
Saving Throws STR + 7, CON +6
Resistances Acid, Cold, Fire, Lightning, Poison, Thunder
Senses Passive Perception 11
Languages --
Challenge 6 (2,300 XP)
Bloodfury. When the Rage Drake is below half hitpoints, it becomes immune to being frightened and charmed, has advantage on all attacks and deals an additional 5 (2d4) damage with each attack, and adds its proficiency bonus to all saving throws it makes.

Actions
Multiattack. The drake makes two attacks: one with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 9 (2d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6 + 4) slashing damage. A drake that gets more threatening when its is distinctly injured. From the 4e MM.

Small dragon, chaotic neutral

Armor Class 14 (Natural Armor)
Hit Points 36 (8d6+8)
Speed 20 ft., 45 ft. fly
STR DEX CON INT WIS CHA
11 (+1) 17 (+3) 13 (+1) 7 (-2) 14 (+2) 11 (+0)
Skill Percepton +4, Sleight of Hand +5
Senses Passive Perception 12
Languages --
Challenge 1/2 (200 XP)
Flyby. The drake doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions
Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4 + 3) piercing damage

Snatch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4+1) slashing damage and the drake takes an small item from the target, such as a vial, scroll, or coin. More of the nuisance than a threat. Still its strong enough commoners wouldn't be willing to fight one. From the 4e MM.

Small dragon, chaotic evil

Armor Class 14 (Natural Armor)
Hit Points 78 (7d6+14)
Speed 25 ft., burrow 20 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 15 (+2) 4 (-3) 11 (+0) 5 (-2)
Damage Resistances Cold
Senses passive Perception 19
Languages understands Common and Draconic but can't speak
Challenge 4 (1,100 XP)
Magic Resistance. The ice lizard has advantage on saving throws against spells and other magical effects.

Pack Tactics. The ice lizard has advantage on an attack roll against a creature if at least one of the ice lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Multiattack. The ice lizard makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 13 (3d8) slashing damage.

Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 7 (2d6) slashing damage.

Frozen Breath (6). The ice lizard exhales a frozen wind in a 20-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. I don't remember where I got this. Something describing 2e monsters, I think? Still, a nice excuse to have a white dragon without it being alone. Note they live in groups, justifying multiple creatures with the draconic type in a single fight.

Dragons_Ire
2020-04-26, 06:58 PM
Wow, good stuff! I'll likely be using some of this in my own games. Thanks!

One note, shouldn't the Mole Dragon's save DC be 12, not 9?

sandmote
2020-04-26, 08:46 PM
Wow, good stuff! I'll likely be using some of this in my own games. Thanks!

One note, shouldn't the Mole Dragon's save DC be 12, not 9?Nice to hear its useful.

Yes, that is an error and thank you for catching it.