Ash Dragon Wyrmling

Medium • Dragon • Chaotic Neutral

Armor Class 16

Hit Points 39 (6d8 + 12)

Speed 30 ft., fly 60 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)14 (+2)14 (+2)10 (+0)12 (+1)11 (+0)

Skills Perception +5, Stealth +4

Damage Immunities fire

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15

Languages Common, Draconic

CR 3 (XP 700; PB +2)

A smoky young dragon formed of mist and ash, with glowing eyes and semi-transparent wings.

Ashen Rebirth. When the dragon is reduced to 0 hit points, its body disintegrates to ash and falls to the ground. At the start of its next turn, Constitution Saving Throw: DC 10, the dragon. Failure: The dragon dies. Success: The dragon revives and gains 10 hit points. Additionally, the DC comulatively increases by 3 until the dragon finishes a long rest.

Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Gaseous Movement. The dragon doesn’t provoke opportunity attacks and can move through a space as narrow as 1 inch without expending extra movement to do so. It can’t end its turn inside a space that isn’t large enough for its size.

ACTIONS

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d6 + 3) slashing damage plus 5 (2d4) fire damage.

Ash Breath (Recharge 5-6). The dragon exhales a cloud of scalding ash in a 15-foot cone. The area becomes heavily obscured for 1 minute or until a strong wind (such as one created by a gust of wind spell) disperses it. When a creature starts its turn inside the area, it takes 5 (2d4) fire damage. If that creature breathes, it also becomes poisoned until the end of its turn.

Ash Dragon Wyrmling

Medium • Dragon • Chaotic Neutral

Armor Class 14

Hit Points 16 (3d8 + 3)

Speed 30 ft., fly 60 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
15 (+2)12 (+1)13 (+1)10 (+0)11 (+0)10 (+0)

Skills Perception +2, Stealth +3

Damage Immunities fire

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12

Languages Common, Draconic

CR 1/2 (XP 100; PB +2)

A smoky young dragon formed of mist and ash, with glowing eyes and semi-transparent wings.

Ashen Rebirth. When the dragon is reduced to 0 hit points, its body disintegrates to ash and falls to the ground. At the start of its next turn, Constitution Saving Throw: DC 10, the dragon. Failure: The dragon dies. Success: The dragon revives and gains 5 hit points. Additionally, the DC comulatively increases by 3 until the dragon finishes a long rest.

Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Gaseous Movement. The dragon doesn’t provoke opportunity attacks and can move through a space as narrow as 1 inch without expending extra movement to do so. It can’t end its turn inside a space that isn’t large enough for its size.

ACTIONS

Rend. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) fire damage.

Ash Breath (Recharge 6). The dragon exhales a cloud of scalding ash in a 15-foot cone. The area becomes heavily obscured for 1 minute or until a strong wind (such as one created by a gust of wind spell) disperses it. When a creature starts its turn inside the area, it takes 2 (1d4) fire damage. If that creature breathes, it also becomes poisoned until the end of its turn.

Ash Dragon Wyrmling

Medium • Dragon • Chaotic Neutral

Armor Class 17

Hit Points 97 (13d8 + 39)

Speed 30 ft., fly 60 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)10 (+0)13 (+1)12 (+1)

Saving Throws Con +6

Skills Perception +7, Stealth +5

Damage Immunities fire

Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17

Languages Common, Draconic

CR 6 (XP 2,300; PB +3)

A smoky young dragon formed of mist and ash, with glowing eyes and semi-transparent wings.

Ashen Rebirth. When the dragon is reduced to 0 hit points, its body disintegrates to ash and falls to the ground. At the start of its next turn, Constitution Saving Throw: DC 10, the dragon. Failure: The dragon dies. Success: The dragon revives and gains 15 hit points. Additionally, the DC comulatively increases by 3 until the dragon finishes a long rest.

Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Gaseous Movement. The dragon doesn’t provoke opportunity attacks and can move through a space as narrow as 1 inch without expending extra movement to do so. It can’t end its turn inside a space that isn’t large enough for its size.

ACTIONS

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Weapon Attack: +7, reach 5 ft. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) fire damage.

Ash Breath (Recharge 5-6). The dragon exhales a cloud of scalding ash in a 30-foot cone. The area becomes heavily obscured for 1 minute or until a strong wind (such as one created by a gust of wind spell) disperses it. When a creature starts its turn inside the area, it takes 7 (3d4) fire damage. If that creature breathes, it also becomes poisoned until the end of its turn.

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.