Free interactive D&D 5e SRD stat block

Half-Dragon

Medium Dragon, CR 5, AC 18, 105 HP. Neutral.

Medium Dragon, Neutral

AC
18
Initiative
+5 (15)
HP
105 (14d8+42)
Speed
40 ft.
ScoreModSave
STR 19 +4 +4
DEX 14 +2 +5
CON 16 +3 +3
INT 10 +0 +0
WIS 15 +2 +5
CHA 14 +2 +2
Skills
Athletics +7 , Perception +5 , Stealth +5
Resistances
Damage type chosen for the Draconic Origin trait below
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 15
Languages
Common, Draconic
CR
5 (XP 1,800; PB +3)

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 Half-Dragon

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.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →