b'Dungeon Dragon, Wyrmling \n'b'  Family:   Dragon - Dungeon  \n'b'  Medium   dragon ,  neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  112 (15d8 + 45)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX:  10 (+0)  CON:  17 (+3)  INT:  14 (+2)  WIS:  15 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +2,  Constitution  +5,  Wisdom  +4,  Charisma  +4  Skills   Investigation  +6,  Perception  +6,  Survival  +4  Senses   blindsight  10 ft.,  darkvision  30 ft., passive  Perception  16  Languages  all  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The dungeon dragon\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b'   At will :  alarm ,  arcane lock ,  detect magic ,  identify ,  knock  \n'b'  1/day each :  find traps ,  scrying ,  stone shape ,  wall of stone  \n'b'\n'b'  Labyrinthine Recall . The dungeon dragon can perfectly recall any path it has traveled. \n'b'  Trap Master . The dungeon dragon has advantage on saving throws against the effects of traps. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) piercing damage. \n'b'  Confusion Breath (Recharge 5-6) . The dragon exhales gas in a 15-foot cone that spreads around corners. Each creature in that area must succeed on a DC 13  Constitution  saving throw. On a failed save, the creature is confused for 1 minute. While confused, the creature uses its action to  Dash  in a random direction, even if that movement takes the creature into dangerous areas. A confused creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.'