Dragon, Ectoplasmic Wyrmling
Medium Dragon (Fire) — CR 5
Dragon, Ectoplasmic Wyrmling is a D&D 3.5 monster from —. CR 5, HD 8d12+24 (76 hp).
- Hit Dice
- 8d12+24 (76 hp)
- Initiative
- +2
- Speed
- land 40 ft, 40 ft., fly 150 ft. (poor), swim 80 ft.
- Base Attack / Grapple
- +8/+11
- Attack
- 1 bite +11, 2 claws +6, 2 wings +6
- STR
- 17
- DEX
- 14
- CON
- 17
- INT
- 14
- WIS
- 13
- CHA
- 11
- Fort / Ref / Will
- +9 / +8 / +7
- Challenge Rating
- 5
- Alignment
- Always chaotic neutral
- Organization
- Solitary (1 dragon, any age), clutch (1d4+1 wyrmlings, very young, young, juvenile, or young adults), family (pair of mature adults and 1d4+1 offspring)
- Treasure
- Double standard
- Level Adjustment
- +4
- Spell Resistance
- 12
Special Abilities
Description
An ectoplasmic dragon has completely smooth skin; it lacks scales entirely. When first hatched, its skin is milky white with hints of pale blue and silver at the folds and around the eyes and head. As the dragon ages, these highlights become more pronounced until the dragon reaches the wyrm stage, when its hide achieves a mirrorlike sheen.
Ectoplasmic dragons are rarely seen since they are just beginning to emerge from the hatchery created on the Demiplane of Ectoplasm. Once they leave the demiplane, they rarely return. They instead choose to make their lairs on one of the chunks of debris found on the Astral Plane, though many travel to the Material Plane to seek treasure or a meal.
Ectoplasmic dragons are very erratic concerning combat. They all defend themselves when attacked, but whether they initiate combat depends on the individual's mood at the moment. An encounter with an ectoplasmic dragon can result in the dragon paying no attention to the party, having a spirited discussion over the latest battle on the Material Plane, or being attacked with complete abandon because someone was wearing pink. It is best to tread lightly around these unpredictable beings.
* Though ectoplasmic dragons cannot be smaller than Medium, these sizes were included for completeness.
Attack/Defense Modes: Id insinuation/mental barrier.
Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.