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Green Dragon Wyrmling (BB)Creature 4

Source Pathfinder Beginner Box
Perception +11 (darkvision)
Languages none
Skills Acrobatics +8, Arcana +11, Athletics +12, Deception +9, Diplomacy +11, Intimidation +11, Nature +9, Occultism +12, Society +9, Stealth +10
Str +4, Dex +1, Con +3, Int +1, Wis +1, Cha +3

AC 22; Fort +11; Reflex +11; Will +12;
HP 60
Speed 30 feet (fly 80 feet, swim 20 feet)
Immunities sleep

Jaws One Action +14 (+9, +4) to hit (poison) 2d8+4 Piercing + 1d4 Poison
Claw One Action +14 (+10, +6) to hit (agile) 2d6+4 Slashing
Tail One Action +12 (+7, +2) to hit (reach 10) 1d8+4 Bludgeoning
Horn One Action +12 (+7, +2) to hit 1d12+4 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Twisting Tail Reaction

When a creature within 10 feet uses a move action or leaves a square during a move action it's using, the dragon can use their reaction to make a tail Strike at the creature with a -2 penalty. If it hits, the creature stops moving in the square it was in when this reaction happened.

Breath Weapon Two Actions (arcane, evocation, poison)

The dragon breathes a toxic cloud that deals 5d6 poison damage in a 30-foot cone. Each creature in the area must attempt a DC 24 basic reflex save.

The dragon can't use their Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

When the dragon gets a critical success on a Strike, they recharge their Breath Weapon.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.