Glass Dragon Wyrmling
Small • Dragon • Neutral
Armor Class 15
Hit Points 36 (8d6 + 8)
Speed 30 ft., fly 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 11 (+0) | 12 (+1) |
Skills Perception +4, Stealth +3
Damage Vulnerabilties bludgeoning, thunder
Damage Resistances radiant, fire, poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic plus one other language
CR 2 (XP 450; PB +2)

Blinding Reflection. Wisdom Saving Throw: DC 11, each creature in a 5-foot emanation originating from the dragon when it takes radiant damage. Failure: The target becomes blinded until the end of their next turn.
Bloodied - Shattered. When the dragon becomes bloodied, the ground in a 10-foot emanation becomes area becomes difficult terrain, and when a creature other than the dragon moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
ACTIONS
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) slashing damage.
Prismatic Breath (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 30-foot cone. Each target rolls a d4 to determine the effect.
- Green. Failure: The target becomes poisoned for 1 minute. While poisoned that way, the target takes 3 (1d6) poison damage at the start of each of its turns. It can repeat the save at the end of its turn to end the effect. Success: 7 (2d6) poison damage.
- Grey. Failure: 10 (4d4) force damage, and the target is teleported to a random space within 60 feet (including vertical). Success: Half damage.
- Black. Failure: 13 (2d12) necrotic damage, and the target can’t regain hit points until the end of its next turn. Success: Half damage.
- Cyan. Failure: 13 (3d8) cold damage and becomes restrained until it takes an action to break the frost. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: prestidigitation
1/day: color spray, mirror image, invisibility
BONUS ACTIONS
Hide. The dragon takes the Hide action. The dragon doesn’t need to have any camouflaging terrain to become hidden this way.
REACTIONS
Spell Reflect (2/Day). Trigger: A spell attack misses the dragon, or it succeeds on a saving throw against a spell. Response: The dragon chooses another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the dragon. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Glass Dragon Wyrmling
Small • Dragon • Neutral
Armor Class 14
Hit Points 10 (3d6)
Speed 30 ft., fly 60 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 11 (+0) | 10 (+0) | 11 (+0) | 12 (+1) |
Skills Perception +2, Stealth +2
Damage Vulnerabilties bludgeoning, thunder
Damage Resistances radiant, fire, poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Draconic plus one other language
CR 1/4 (XP 50; PB +2)

Blinding Reflection. Wisdom Saving Throw: DC 11, each creature in a 5-foot emanation originating from the dragon when it takes radiant damage. Failure: The target becomes blinded until the end of their next turn.
Bloodied - Shattered. When the dragon becomes bloodied, the ground in a 10-foot emanation becomes area becomes difficult terrain, and when a creature other than the dragon moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
ACTIONS
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage.
Prismatic Breath (Recharge 5-6). Constitution Saving Throw: DC 10, each creature in a 30-foot cone. Each target rolls a d4 to determine the effect.
- Green. Failure: The target becomes poisoned for 1 minute. While poisoned that way, the target takes 2 (1d4) poison damage at the start of each of its turns. It can repeat the save at the end of its turn to end the effect. Success: 3 (1d6) poison damage.
- Grey. Failure: 5 (2d4) force damage, and the target is teleported to a random space within 60 feet (including vertical). Success: Half damage.
- Black. Failure: 6 (1d12) necrotic damage, and the target can’t regain hit points until the end of its next turn. Success: Half damage.
- Cyan. Failure: 4 (1d8) cold damage and becomes restrained until it takes an action to break the frost. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: prestidigitation
1/day: color spray, mirror image, invisibility
BONUS ACTIONS
Hide. The dragon takes the Hide action. The dragon doesn’t need to have any camouflaging terrain to become hidden this way.
REACTIONS
Spell Reflect (1/Day). Trigger: A spell attack misses the dragon, or it succeeds on a saving throw against a spell. Response: The dragon chooses another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the dragon. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Glass Dragon Wyrmling
Small • Dragon • Neutral
Armor Class 16
Hit Points 71 (13d6 + 26)
Speed 30 ft., fly 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 12 (+1) | 14 (+2) |
Skills Perception +7, Stealth +7
Damage Vulnerabilties bludgeoning, thunder
Damage Resistances radiant, fire, poison
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17
Languages Draconic plus one other language
CR 5 (XP 1,800; PB +3)

Blinding Reflection. Wisdom Saving Throw: DC 11, each creature in a 5-foot emanation originating from the dragon when it takes radiant damage. Failure: The target becomes blinded until the end of their next turn.
Bloodied - Shattered. When the dragon becomes bloodied, the ground in a 10-foot emanation becomes area becomes difficult terrain, and when a creature other than the dragon moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
ACTIONS
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage.
Prismatic Breath (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 30-foot cone. Each target rolls a d4 to determine the effect.
- Green. Failure: The target becomes poisoned for 1 minute. While poisoned that way, the target takes 7 (2d6) poison damage at the start of each of its turns. It can repeat the save at the end of its turn to end the effect. Success: 10 (3d6) poison damage.
- Grey. Failure: 15 (6d4) force damage, and the target is teleported to a random space within 60 feet (including vertical). Success: Half damage.
- Black. Failure: 19 (3d12) necrotic damage, and the target can’t regain hit points until the end of its next turn. Success: Half damage.
- Cyan. Failure: 18 (4d8) cold damage and becomes restrained until it takes an action to break the frost. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At will: prestidigitation
2/day: color spray, mirror image, invisibility
BONUS ACTIONS
Hide. The dragon takes the Hide action. The dragon doesn’t need to have any camouflaging terrain to become hidden this way.
REACTIONS
Spell Reflect (3/Day). Trigger: A spell attack misses the dragon, or it succeeds on a saving throw against a spell. Response: The dragon chooses another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of the dragon. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
