Young Dalasmir (5e Creature)
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Medium monstrosity, neutral evil
Skills Perception +5, Stealth +8
Spike Regrowth. The dalasmir has twenty-four spikes. Used spikes regrow when the dalasmir finishes a long rest.
Multiattack. The dalasmir makes two attacks: one with its bite and one with its claws, two with its claws, or two with its spikes.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Spike. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 100/200 ft., one target. Hit: 9 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 5 (1d10) poison damage and be poisoned for 1 minute. A creature poisoned in this way has its speed halved. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Fire Breath (Recharge 6). The dalasmir exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
A young dalasmir has many of the traits that make their elders so terrifying, such as flaming breath, but they are still too underdeveloped to inject eggs from their claws. They still prefer not to fight unless it is necessary, however, and will deter attackers with their fire breath, before fleeing if that strategy is unsuccessful, but they will attack weaker creatures with impunity. After five weeks of growing, the young dalasmir enters another cocoon and emerges a few days later as a fully grown dalasmir, though more rarely, it may emerge as a xenogmir or a zarogmir.