Imperial Dragon Wyrmling

While far mightier than wyrmlings of other dragons, infant imperial dragons know they are at their weakest. Cunning and elusive, these dragons shrewdly assess every creature they come across as a potential threat. Eager to prove themselves, wyrmlings are quick to set out on their own and attack anything they think will give them a good fight. However, they are anything but reckless. There is little imperial wyrmlings won’t do to increase their own fighting potential and combat experience, often to the detriment of those living nearby.


Large dragon, any lawful alignment

Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft.

20 (+5) 14 (+2) 21 (+5) 14 (+2) 17 (+3) 14 (+2)

Saving Throws Str +8, Dex +5, Con +8, Wis +6
Skills Athletics +11, Insight +6, Intimidation +7, Perception +6, Survival +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities force
Condition Immunities frightened
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic
Challenge 8 (3,900 XP)


Heavy Armor. The dragon reduces damage it takes from weapon attacks by 5.

Improved Critical. The dragon’s weapon attacks score a critical hit on a 19 or 20.

Spell Resistance. The dragon takes half damage from spells.


Multiattack. The dragon makes two attacks: one with its Bite or Tail, and one with its Claw.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage and 7 (2d6) force damage. If the target is a creature, the dragon may grapple it (escape DC 16). Until this grapple ends, the dragon may not bite another target.

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

  • Antimagic Bomb. The dragon spits a globule of antimagic at a point within 30 feet which explodes in a 15-foot radius centered on that point. Each spell or magical effect in the area is dispelled as if affected by a dispel magic spell (+2 to dispel spells of 4th level or higher).
  • Force Breath. The dragon exhales pure disintegrating force in a 60-foot line that is 5 feet wide. Everything in that line must succeed on a DC 16 Dexterity saving throw, taking 55 (10d10) force damage on a failure, or half as much on a success. A creature reduced to 0 hit points by this damage is disintegrated. Objects and structures in the area not being worn or carried take double damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., each target of the dragon’s choice within range. Hit: 9 (1d8 + 5) bludgeoning damage. A creature hit by this attack must succeed on a DC 16 Strength saving throw or be knocked prone.

Ref: TPKB1 p147