Wimpy Wyrm

Wimpy Wyrm                                                                      CR 3

XP 8

NG Tiny Dragon

Init +2; Senses Low-Light Vision, Darkvision 60ft; Perception +9

DEFENSE
AC 18, touch 14, flat-footed 16 (+2 size, +2 Dex, +4 natural)

hp 33 (5d12+0)

Fort +4, Ref +6, Will +5; +2 vs. enchantment

DR 5/Magic

OFFENSE
Speed 15 ft., fly 30 ft.

Melee bite +8 (1d3+1), 2 claws +3 (1d2+1) , 2 wings +3 (1d1+1)

or +9 Sonic Ray (1d6)

Space 2-1/2 ft.; Reach 2-1/2 ft.

STATISTICS
Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14

Base Atk +5; CMB +4; CMD 16

Feats Cleave, Power Attack, Skill Focus (Fly)

Skills: Craft (choose one) +11, Diplomacy +10, Fly +10, Perception +9, Sense Motive +9, Stealth +10

Languages Common

SQ Dragon Traits

SPECIAL ABILITIES
Sonic Ray (Su)

A Wimpy Wyrm can fire a 30ft. sonic ray as a ranged touch attack. This attack causes 1d6 damage. Using an elemental ray is a standard action, and a Wimpy Wyrm has no limit to how many rays it can fire.

Dragon Traits

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

-Darkvision 60 feet and low-light vision.

-Immunity to magic sleep effects and paralysis effects.

-Dragons breathe, eat, and sleep.

ECOLOGY
Environment: Temperate Mountains

Organization: Solitary, Pair, or Pack (3-11)

Treasure: Standard

FAMILIAR TRAITS
A neutral good wizard or sorcerer(arcane) with the arcane bond trait selection that gives them a familiar may select a wimpy wyrm as their familiar. The wimpy wyrm grants it's master a +1 on fortitude saves.