Medium Dragon, Neutral
- AC
- 18
- Initiative
- +5 (15)
- HP
- 105 (14d8+42)
- Speed
- 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 14 | +2 | +5 |
| CON | 16 | +3 | +3 |
| INT | 10 | +0 | +0 |
| WIS | 15 | +2 | +5 |
| CHA | 14 | +2 | +2 |
Traits
Draconic Origin. The half-dragon is related to a type of dragon associated with one of the following damage types (GM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block.
Actions
Multiattack. The half-dragon makes two Claw attacks.
Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 6 (1d4+4) Slashing damage plus 7 (2d6) damage of the type chosen for the Draconic Origin trait.
Dragon's Breath (Recharge 5-6). Dexterity Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: 28 (8d6) damage of the type chosen for the Draconic Origin trait. Success: Half damage.
Bonus Actions
Leap. The half-dragon jumps up to 30 feet by spending 10 feet of movement.
How to run a Half-Dragon
How do you run a Half-Dragon as an ally?
A half-dragon ally is the bodyguard the party has been hired alongside, the dragonborn knight on loan from a temple, the bastard child of a wyrm who has decided this party is the safer option. Half-dragons are Neutral on the SRD line, which means motivation is whatever the GM wants. A clean frame is contractual: the half-dragon is being paid in coin or in a promised meeting with the parent dragon, and her loyalty extends to the contract's word, not its spirit.
In a fight on the party's side, the half-dragon is a frontliner with an emergency button. Lead with two Claws at +7 against the largest threat (26 average per round), and hold Dragon's Breath for the moment the party is bunched too close to fire safely on their own. The 30-foot cone will catch friendlies if she's careless, so warn the players the round before and give them a turn to spread out. Leap as a Bonus Action covers 30 feet, which means the half-dragon can be the one who jumps the gap to the enemy caster while the rogue is still climbing.
Outside combat she is not a friend. Half-dragons know they are exotic and they leverage it, charging premium rates and refusing menial work. She will not carry packs or babysit children, but she will translate Draconic, intimidate a guard captain, and stand watch on the dangerous shift. Pay her on time, address her by her chosen title, and never imply she is just a dragonborn with airs.
Have her name the parent dragon out loud once, halfway through the contract, and then never again. The party will write the name on their map.
How do you run a Half-Dragon as an adversary?
A half-dragon is a CR 5 mid-tier brute that lets you put a draconic damage type into a fight without committing to a real dragon. Pick the Draconic Origin first (Acid, Cold, Fire, Lightning, or Poison), because every other choice in the encounter follows from it. A Fire half-dragon is a lava-cult lieutenant. A Poison half-dragon is the swamp tyrant. The damage type is the costume; the build underneath is the same.
The opener is Dragon's Breath if it's available: DC 14 Dex save in a 30-foot cone, 28 average damage on a fail (8d6 of the chosen type), Recharge 5-6. Save it for a turn when the party is clustered. Once it's spent, settle into Multiattack of two Claws at +7 with 10 ft. reach, 6 slashing plus 7 of the elemental type per hit. That's 26 average per round, and the 10 ft. reach means the half-dragon can hit two adjacent party members without moving. Leap as a Bonus Action covers 30 feet for 10 feet of movement, which closes range or breaks out of a flanking pin without provoking from anyone she isn't already engaged with.
Defensively the half-dragon is durable for CR 5: AC 18, 105 HP, resistance to her own damage type, and Blindsight 10 ft. The Blindsight only matters in 10 feet, so a Darkness or Fog Cloud wider than that still works. Wisdom and Dexterity saves are +5, but Constitution is +3 and Intelligence is +0. Hold Person, Banishment on a failed Charisma, or any Intelligence save spell will shut this fight down if the party has them ready.
Half-dragons are proud and rarely flee while a witness still lives. Once Bloodied, they Leap to higher ground, recharge breath if the dice cooperate, and try to take a PC down with them. If the breath stays cold, they fight on until 0 HP. The corpse is a trophy whichever cult, dragon, or warlord sent the half-dragon in the first place will want back.
Half-Dragon quick answers
What is the challenge rating of a Half-Dragon?
A Half-Dragon is CR 5, worth 1,800 XP. It is a Medium Dragon.
What are the Armor Class and hit points of a Half-Dragon?
A Half-Dragon has AC 18 and 105 hit points (14d8+42).
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.