Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
How many brass dragon wyrmlings for a fight?
A brass dragon wyrmling is worth 200 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many brass dragon wyrmlings fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
1
1
2
2nd
2
3
4
3rd
3
4
8
4th
5
7
10
5th
10
12+
12+
6th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the brass dragon wyrmling compares at CR 1
Against the 24 other challenge 1 monsters in the SRD 5.1, the brass dragon wyrmling has more hit points than 2 of them, which makes it one of the frailest at its CR. See every CR 1 monster.
Statistic
Brass Dragon Wyrmling
CR 1 average
Armor Class
16
12.8
Hit points
16
29
Best attack bonus
+4
+4
Best save DC
11
11
Brass Dragon Wyrmling 2024 stat block
The 2024 Monster Manual revised the brass dragon wyrmling, and the SRD 5.2 carries the new stat block. What changed:
Armor Class: 16 → 15.
Hit points: 16 → 22.
New in its stat block: Rend, Fire Breath and Sleep Breath.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-footwide Line. Failure: 14 (4d6) Fire damage. Success: Half damage.
Sleep Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.