Medium humanoid, lawful NX chaotic NY evil
- Armor Class
- 15 (studded leather armor)
- Hit Points
- 78 (12d8 + 24)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Dex +6, Int +4
- Skills
- Stealth +9, Deception +3, Acrobatics +6, Perception +3
- Damage Resistances
- poison
- Senses
- blindsight 10 ft., darkvision 60 ft., passive Perception 13
- Languages
- Thieves' cant plus any two languages, Draconic
Traits
During its first turn, the half-dragon has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the half-dragon scores against a surprised creature is a critical hit.
If the half-dragon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the half-dragon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The half-dragon deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the half-dragon that isn't incapacitated and the half-dragon doesn't have disadvantage on the attack roll.
Actions
The half-dragon makes two shortsword attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
The half-dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.