Young Wind Dragon
Large dragon, chaotic neutral
Armor Class
17 (natural armor)
Hit Points
150 (16d10 + 62)
Speed
40 ft., fly 90 ft.
STR
20 (+5)
DEX
19 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
16 (+3)
Damage Immunities
lightning
Condition Immunities
charmed, exhausted, paralyzed, restrained
Senses
blindsight 10 ft., darkvision 60 ft., passive Perception 17
Saving Throws
Dex +7, Con +7, Wis +4, Cha +6
Skills
Perception +7, Stealth +7
Languages
Common, Draconic, Primordial
Challenge
6 (2300 XP)
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:
At will: feather fall
Fog Vision. The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Uncontrollable. The dragon’s movement is never impeded by difficult terrain, and its speed can’t be reduced by spells or magical effects. It can’t be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath of Gales (Recharge 5-6). The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished.