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Blue Dragon Wyrmling

CR 3 dragon • D&D 5e Homebrew Creature

Created by @LightReign

Blue Dragon Wyrmling

Medium dragon, Lawful Evil

UNCOMMON
CHALLENGE
3
700 XP

Introduction

Lightning and ambition in miniature. This CR 3 wyrmling already flies, burrows, and breathes a 30-foot line of lightning — a glimpse of the apex predator it will become.

Ability Scores

STR
17(+3)
DEX
10(+0)
CON
15(+2)
INT
12(+1)
WIS
11(+0)
CHA
15(+2)
ARMOR CLASS
17
HIT POINTS
65
10d8 + 20
SPEED
30 ft., fly 60 ft., burrow 15 ft.
INITIATIVE
12
+2

Saving Throws

STR+3
Base modifier
DEX+2
Proficient
CON+2
Base modifier
INT+1
Base modifier
WIS+2
Proficient
CHA+2
Base modifier
Skills
Stealth +2, Perception +2
Damage Immunities
Lightning
Senses
Blindsight 10 ft.; Darkvision 60 ft., passive Perception 12
Languages
Draconic

Actions

Multiattack

The Blue Dragon Wyrmling makes 2 Rend attacks.

Rend

Melee Attack Roll: +5, reach 5 ft.

Hit: 8 (1d10 + 3) Slashing damage plus 3 (1d6) Lightning damage.

Lightning Breath
5-6

Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5-foot-wide Line.

Failure: 21 (6d6) Lightning damage.

Success: Half damage.

Creator Notes

Official D&D 5th Edition creature from the System Reference Document 5.2. Stats, abilities, and descriptions are faithful to the original SRD text.

The Lightning Breath is the headline feature but at CR 3 it recharges on a 5–6, so don't lead with it. Open with Multiattack to establish the physical threat, then use Breath when it recharges and you can catch at least two targets in the line. The 30-foot line is narrow — positioning matters more than with a cone. Corridors, narrow bridges, and choke points are where the wyrmling shines. In open terrain a smart party will simply spread out and neuter it.

Fly speed 60 is significant at this CR. The wyrmling should never stay on the ground if it can help it — dive, breathe, climb back out of melee range. Forcing the party to deal with a flying target that also has Multiattack is a genuine problem for low-level groups.

The Burrow speed is easy to forget but changes encounters in desert or underground settings. A wyrmling that disappears into the ground after its Breath and resurfaces on the next turn is genuinely disorienting for players. It's Lawful Evil and has an Intelligence of 12 — it's not feral. It will retreat if seriously wounded, remember enemies, and hold grudges. A wyrmling that escapes becomes a young dragon problem six months later if your campaign runs that long.

Works best as a recurring villain seed rather than a one-shot encounter.

Created by @LightReign
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