Young Brown Dragon

If a brown dragon wyrmling is able to eat its weight in food each day for more than 500 days, it will grow to become a young brown dragon. Beefier than other true dragons, these teenage specimens have developed new physiological abilities and battle tactics that suit their large forms. Unless raised in an unusual environment, a brown dragon’s sinister nature becomes dominant. This makes these dragons heartless and selfcentered, refusing to do anything unless it directly benefits their interests. Some even develop cruel habits, such as holding struggling prey in their mouths just to feel them squirm. While far from dull, young brown dragons act with a shortsighted stubbornness, unable to plan more than a step or two ahead or see the big picture of a given situation. Each young brown dragon starts to develop a unique palate, finding it more enjoyable to eat certain foods rather than whatever they come across. A dragon will go to some lengths to acquire its preferred food, which can be used as leverage by a shrewd negotiator.


YOUNG BROWN DRAGON

Large dragon, any evil alignment


Armor Class 19 (natural armor)
Hit Points 199 (21d10 + 84)
Speed 40 ft., burrow 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 18 (+4) 12 (+1) 17 (+3) 8 (-1)

Saving Throws Str +12, Dex +5, Con +9, Wis +8
Skills Athletics +17, Intimidation +9, Perception +8
Damage Resistances acid, cold, fire, lightning, poison
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 18
Languages Common, Draconic
Challenge 12 (8,400 XP)


TRAITS

Hyper Metabolism. When the dragon digests a flesh and- blood creature of Small size or larger, it regains 21 (6d6) hit points. A dead creature or a creature at 0 hit points that is swallowed by the dragon is immediately digested.

Juggernaut. If the dragon would be moved from its space, it may take a reaction to prevent that movement.


ACTIONS

Multiattack. The dragon makes three attacks: one with its Bite and two with its Claw. The dragon may replace one of these attacks with its Challenging Roar.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a creature, it is grappled and restrained (escape DC 20).

Challenging Roar. The dragon roars a mighty challenge to its enemies. Each creature within 120 feet that can hear the roar must succeed on a DC 20 Wisdom saving throw or be compelled to meet the dragon’s challenge for 1 minute. A creature so challenged cannot willingly move away from the dragon and cannot affect creatures other than the dragon with its spells, attacks, or abilities. A creature may repeat its saving throw at the end of each of its turns, ending the effect on a success. A creature immune to the charmed condition is immune to this effect.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage.

Flensing Breath (Recharge 5–6). The dragon exhales a blast of air and sand that tears flesh from bone in a 40-foot line that is 5 feet wide. Each creature in that line must attempt a DC 20 Constitution saving throw or take 54 (12d8) slashing damage, or half as much on a success. A creature that fails the saving throw by 5 or more has its hit point maximum reduced by an equivalent amount. This effect lasts until it takes a short or long rest or receives magical healing from a spell of 4th level or higher.


Ref: TPKB1 p75