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Bronze Dragon Wyrmling

Medium Dragon, lawful good

CR 2

450 XP

AC: 17 (natural armor)
HP: 32 (5d8+10)
Speed: walk 30 ft. , fly 60 ft. , swim 30 ft.
Skills: Perception +4, Stealth +2
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages: Draconic
STR
17
+3
DEX
10
+0
CON
15
+2
INT
12
+1
WIS
11
+0
CHA
15
+2

Special Abilities

Amphibious

The dragon can breathe air and water.

Actions

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Breath Weapons (Recharge 5-6)

The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Quick Reference

Challenge: CR 2
Type: Dragon
Size: Medium
Alignment: lawful good
Best for party of 4 at level 3-5

Running This Encounter

The Bronze Dragon Wyrmling is a young, curious dragon that often acts impulsively and defensively if threatened. Use its intelligence (13) to employ basic tactics like breath weapon positioning and evasion, but keep decisions relatively straightforward. The wyrmling should flee if reduced below 10 HP, as it values self-preservation over glory. Roleplay opportunities abound—the creature may attempt negotiation or intimidation before combat if the party seems reasonable.

Combat Tactics

The Bronze Dragon Wyrmling prioritizes its lightning breath recharge ability, using it against clustered enemies at range before closing in with melee attacks. It uses its decent AC and flight to maintain distance, circling and striking with claws when enemies approach.

Environment & Setting

Ideal encounters occur near water—coastal cliffs, lakeshores, or marshlands where the wyrmling can dive for escape and leverage terrain. A lair with multiple levels or cave systems provides depth and strategic positioning.