Blue Dragons are physically distinguished by the single large horns protruding from their heads and also by their ears, which are rather large and frilled. The tail is thick and bumpy, like that of a caterpillar. The wings are more pronounced than most other species'. They smell like electricity or sand because their breath weapon is a line of lighting or a large electrical charge.

200px-Blue dragon Wyrmling

Blue Wyrmling

Blue Dragons are native to arid wastelands and deserts. They make their lairs in underground caves; easily accessible to the dragons, as they can burrow through the ground. These dragons fly above their territory, using the bleak landscape and its sparse terrain features as their best chance of spotting opponents. As with all dragon lairs, the Blue Dragon's lair will have two entrances: one at ground level and hidden by the sand, and one opening onto a high ledge on which it can perch and survey its territory. Each lair also has a large subterranean cavern with a large pool of water and a sandy beach, which its inhabitant will use for drinking and relaxation.

Blue Dragons are actually excellent parents to their young, and will rarely leave their eggs unattended. Blue Dragon eggs must be buried in warm sand to incubate. Blue Wyrmlings are actually consider quite cute for dragonspawn, but they are quick to taunt any other creature, and even quicker to hunt small desert creatures for food.


  • Life - 1
  • Move - 5
  • Range - 1
  • Attack - 4
  • Defense - 3
  • Point Value - 35


Fledgling Lightning Breath Special Attack: Range: 4+ Special, Attack: 2

Choose a figure to attack. You may choose one other figure within 3 clear sight spaces of the targeted figure to be affected by Fledgling Lightning Breath Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. Fledgling Lightning Breath Special Attack does not affect destructible objects.

Wyrmling Bonding: After revealing an order marker on a Blue Wyrmling Army Card, before taking that Blue Wyrmling's turn, you may take a turn with one other Wyrmling you control.

Flying: When counting spaces for the Blue Wyrmling's movement, ignore elevations. The Blue Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Blue Wyrmling starts to fly, if it is engaged it will take any leaving engagement attacks.


Class Unit Statistics
Class Name Wyrmling
Point Range 30-35
# of Units Availiable 4
Personalities Availiable Disciplined, Ferocious,
Wild, Precise
Races Availiable Dragon
Homeworlds Available Eberron
Special Powers Various Ranged Special Attacks /
Ranged Special Abilities
  • Anticipation before rounds is required to effectively utilize this class.
  • This class unit is classically a Common Hero, so one of them must remain alive in order to use their class ability to bond with another color type of the same class.
  • Due to color distinctions, there may be times where Order Marker management will fall into the opponent's favor, if you chose a color that strategically becomes disadvantageous after an opponent's turn.

The Wyrmling class in what is commonly referred to as D&D Heroscape denotes a type of unit represented by the first stage of growth of dragons native to the world of |Eberron. This class unit typically operates beyond Common Hero filler and acts as a psuedo-squad, allowing for the versatile choice of deployment for either a group of all one color wyrmlings, or a mix of different color wyrmlings.

Wyrmling class units require a strict control over Order Marker usage and deployment per round. Their special powers include giving a free turn to one sharing their class before they take their own turn, and a ranged special attack that operates as a weaker version of the availiable ranged special attacks of Dragons in Classic Heroscape.

The Wyrmling class is restricted to the Dragon race, as it is a stage of growth exclusive to Eberron Dragons.

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