Prismatic Dragon Wyrmling (5e Creature)

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Prismatic Dragon Wyrmling[edit]

Huge dragon, neutral

Armor Class 18 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 80 ft.

23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)

Saving Throws Dex +7, Con +10, Wis +6, Cha +10
Skills Perception +11, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities radiant
Condition Immunities blinded
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
Languages Draconic
Challenge 15 (13,000 XP)

Light Immunity. The dragon is immune to light-based spells and effects such as prismatic spray.

Siege Monster. The dragon deals double damage to objects and structures.


Multiattack. The dragon makes one bite attack and two claw attacks. It may use its Crush in place of its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) radiant damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Crush. The dragon attempts to crush its foes underneath it using its weight. All creatures in the dragon's space must make a DC 18 Dexterity saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes grappled by the dragon (escape DC 16). While grappled in this manner, a creature is also considered prone and restrained, and takes 14 (2d8 + 5) bludgeoning damage at the start of each of the dragon's turns. A creature is freed from this grapple when the dragon moves.

Prismatic Breath (Recharge 5-6). The dragon exhales prismatic energy in a 30-foot cone, which manifests as eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in the area of effect must make a DC 17 Dexterity saving throw, and each creature also rolls a d8 to see which color ray affects them:

1. Red. The target takes 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 52 (8d12) acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 52 (8d12) lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 52 (8d12) poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 52 (8d12) cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a DC 17 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a DC 17 Wisdom saving throw at the start of the dragon's next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. It rolls twice more, rerolling any 8's.


Bloodied Breath. When the dragon falls below half its hit point maximum, it uses its prismatic breath. The dragon does not need to have its prismatic breath charged, and using its breath in this manner does not consume its charge. Once the dragon uses this reaction, it can't use it again until it reaches its hit point maximum.

See Dragons (5e Creature).

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