Divergent Affinity Wyrmlings


Supplement for Dragon Apprentice | Ranger Archetype

By: u / TheArenaGuy | r / TheGauntletArena


Art Credit: Russell Dongjun Lu
ludongjun.artstation.com | www.ludongjun.com































Dracolich Spawn

Medium undead, any evil alignment


  • Armor Class 14 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Saving Throws Dex +3, Con +4, Wis +2, Cha +5
  • Skills Perception +4, Stealth +3
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) necrotic damage.

Frightful Presence. Each creature of the dracolich's choice that is within 30 feet of the dracolich and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.

u/TheArenaGuy    r/TheGauntletArena

 Art Credit: Victor D. Puentes
 victorpuentes.artstation.com








Dragon Turtle Hatchling

Medium dragon, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 68 (8d8 + 32)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 18 (+4) 6 (-2) 10 (+0) 12 (+1)

  • Saving Throws Dex +0, Con +6, Wis +2
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Draconic
  • Challenge 4 (1,100 XP)

Amphibious. The dragon turtle can breathe air and water.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 5 feet away from the dragon turtle.

Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Art Credit: Agnieszka Kwiecińska
kirara.artstation.com






















Shadow Dragon Wyrmling

Medium dragon, any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 13 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +3, Con +4, Wis +2, Cha +4
  • Damage Resistances necrotic
  • Skills Perception +4, Stealth +5
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)

Living Shadow. While in dim light or darkness, the shadow dragon has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, the shadow dragon can take the Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the shadow dragon has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Actions

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

Shadow Breath (Recharge 5–6). The shadow dragon exhales a cloud of shadowy energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much on a successful one. A humanoid reduced to 0 hit points by this damage dies, and its form immediately turns to shadow and vanishes.

u/TheArenaGuy    r/TheGauntletArena














































Wyvern Whelp

Medium dragon, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 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: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. The target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Art Credit: Allison Theus
deviantart.com/beastofoblivion
© Fantasy Flight Games LLC 2011

u/TheArenaGuy    r/TheGauntletArena