X.D. 🏴󠁧󠁢󠁷󠁬󠁳󠁿 Dragons - JulTob/DnD GitHub Wiki


Armor Class Hit Points
12 (natural armor) 7 (2d4 + 2)
13 (natural armor) 22 (4d6 + 8)
14 (natural armor) 32 (5d8 + 10)
14 (natural armor) 45 (7d8 + 14)
15 (natural armor) 27 (5d8 + 5)
15 14 (4d4+4)
16 (natural armor) 16 (3d8 + 3)
16 (natural armor) 22 (4d8 + 4)
16 (natural armor) 33 (6d8 + 6)
17 (natural armor) 27 (5d8 + 5)
17 (natural armor) 33 (6d8 + 6)

Speed

  • 30 ft.
  • 15 ft., fly 60 ft
  • 30 ft., fly 60 ft., swim 30 ft.
  • 30 ft., fly 60 ft., climb 30 ft.
  • 30 ft., burrow 15 ft., fly 60 ft.
  • 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
  • 30 ft., burrow 15 ft., fly 60 ft., climb 30 ft.
  • 30 ft., burrow 20 ft., fly 60 ft.
STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
13 (+1) 12 (+1) 13 (+1) 14 (+2) 12 (+1) 14 (+2)
13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2)
13 (+1) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
14 (+2) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 13 (+1)
14 (+2) 11 (+0) 14 (+2) 4 (-3) 10 (+0) 7 (-2)
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
15 (+2) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2)

Saving Throws

  • Dex +2, Con +3, Wis +2, Cha +3
  • Dex +2, Con +3, Wis +3, Cha +3
  • Dex +3, Con +3, Wis +2, Cha +3
  • Dex +3, Con +3, Wis +3, Cha +4
  • Dex +4, Con +3, Wis +2, Cha +3
  • Dex +2, Con +3, Wis +2, Cha +4

Skills

  • Perception +2
  • Perception +3, Stealth +4
  • Perception +4, Stealth +2
  • Perception +4, Stealth +3
  • Perception +4, Stealth +4
  • Perception +3, Persuasion +3, Stealth +4
  • Arcana +4, Perception +3, Stealth +7
  • Arcana +4, Deception +4, Perception +5, Stealth +3

Damage Resistances

  • poison
  • poison, psychic
  • fire, psychic

Damage Immunities

  • fire
  • acid
  • lightning

Condition Immunities

  • charmed, frightened, poisoned

Senses

  • darkvision 60 ft.,

  • blindsight 10 ft., darkvision 60 ft.,

  • blindsight 10 ft., darkvision 60 ft., passive Perception 14

  • blindsight 10 ft., darkvision 60 ft., passive Perception 15

  • blindsight 10 ft., darkvision 90 ft., passive Perception 13

  • passive Perception 12

  • passive Perception 14

  • passive Perception 13

Languages

  • understands Common and Draconic but can't speak
  • Draconic
  • Draconic, Sylvan
  • Draconic, telepathy 120 ft.

Keen Senses

  • The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance

  • The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy

  • The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Pack Tactics.

  • The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.

Surprise Attack.

  • If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Amphibious.

The dragon can breathe air and water.

Tunneler.

The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.

Limited Telepathy.

Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance.

The faerie dragon has advantage on saving throws against spells and other magical effects.

Superior Invisibility.

As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Actions

Multiattack.

The guard drake makes one Bite attack and one Tail attack.

Bite

Melee Weapon Attack

  • +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  • +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
  • +4 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) piercing damage.
  • +4 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 3 (1d6) psychic damage.
  • +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  • +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Tail.

  • Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Sting

Melee Weapon Attack

  • +4 to hit, reach 5 ft., one creature. Hit: 9 (3d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Breath Weapons (Recharge 5–6).

The dragon uses one of the following breath weapons.

Fire Breath.

  • The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath.

  • The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Acid Breath.

  • The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath.

  • The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Nightmare Breath

The dragon exhales a cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Euphoria Breath (Recharge 5–6).

The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

  • 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
  • 5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Acid Breath

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

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 11 (2d10) 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.

Disorienting Breath

The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the creature takes 14 (4d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Spellcasting.

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12)(spell save DC 13).:

  • At will:

    • Mage hand (the hand is invisible)
    • Minor illusion
  • 1/day each

    • color spray
    • dancing lights
    • hallucinatory terrain
    • mage hand
    • major image
    • minor illusion
    • mirror image
    • polymorph
    • suggestion

Lair Actions

Chaotic Aura.

The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have total cover against the attack.

Grasping Plants.

The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult terrain.

Regional Effects

The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects

Compulsory Offering.

The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion.

Malleable Time.

Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed.

Mischief Afoot.

Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others.

If the faerie dragon dies, these effects fade over the course of 1d10 days.


Black Guard Drake.

The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.

Blue Guard Drake.

The drake has a burrowing speed of 20 feet and resistance to lightning damage.

Green Guard Drake.

The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.

Red Guard Drake.

The drake has climbing speed of 30 feet and resistance to fire damage.

White Guard Drake.

The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.


Faerie Dragon

Tiny dragon, chaotic good

Armor Class 15
Hit Points 14 (4d4 + 4)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses darkvision 60 ft., passive Perception 13
Languages Draconic, Sylvan
Challenge 1 (200 XP)

Innate Spellcasting.
Limited Telepathy.
Magic Resistance.
Superior Invisibility.

Actions

  • Bite.
  • Euphoria Breath (Recharge 5–6).

Brass Dragon Wyrmling

Medium dragon, chaotic good

Armor Class 16 (natural armor)

Hit Points 16 (3d8 + 3)

Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +2, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +2

Damage Immunities fire

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 1 (200 XP)

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

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

Fire Breath: The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath: The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.


Copper Dragon Wyrmling

Medium dragon, chaotic good

Armor Class 16 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

Saving Throws Dex +3, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +3

Damage Immunities acid

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 1 (200 XP)

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

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

Acid Breath: The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.


Black Dragon Wyrmling

Medium dragon (chromatic), chaotic evil

Armor Class 17 (natural armor)

Hit Points 33 (6d8 + 6)

Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +4, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +4

Damage Immunities acid

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.


Bronze Dragon Wyrmling

Medium dragon, lawful good

Armor Class 17 (natural armor)

Hit Points 32 (5d8 + 10)

Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +4, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities lightning

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

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.


Green Dragon Wyrmling

Medium dragon, lawful evil

Armor Class 17 (natural armor)

Hit Points 38 (7d8 + 7)

Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

Saving Throws Dex +3, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +3

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.


Silver Dragon Wyrmling

Medium dragon, lawful good

Armor Class 17 (natural armor)

Hit Points 45 (6d8 + 18)

Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +5, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities cold

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

Cold Breath: The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath: The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


White Dragon Wyrmling

Medium dragon, chaotic evil

Armor Class 16 (natural armor)

Hit Points 32 (5d8 + 10)

Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)

Saving Throws Dex +2, Con +4, Wis +2, Cha +2

Skills Perception +4, Stealth +2

Damage Immunities cold

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5-6): The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.


Blue Dragon Wyrmling

Medium dragon, lawful evil

Armor Class 17 (natural armor)

Hit Points 52 (8d8 + 16)

Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +4, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities lightning

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 3 (700 XP)

Actions

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.


Gold Dragon Wyrmling

Medium dragon, lawful good

Armor Class 17 (natural armor)

Hit Points 60 (8d8 + 24)

Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)

Saving Throws Dex +4, Con +5, Wis +2, Cha +5

Skills Perception +4, Stealth +4

Damage Immunities fire

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 3 (700 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

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

Fire Breath: The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Red Dragon Wyrmling

Medium dragon, chaotic evil

Armor Class 17 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +5, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities fire

Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages Draconic

Challenge 4 (1,100 XP)

Actions

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6): The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.


Wyvern

Large dragon, unaligned

Armor Class 13 (natural armor)

Hit Points 110 (13d10 + 39)

Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +4

Senses darkvision 60 ft., passive Perception 14

Languages ---

Challenge 6 (2,300 XP)

Actions

Multiattack: The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

⚠️ **GitHub.com Fallback** ⚠️