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 Half-Dragon
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.
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.