Medium Humanoid (Half-Dragon, Human), Any Chaotic Alignment
Armor Class 16 (Natural Armor)
Hit Points 30 (5d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +4, CON +4
Damage Resistances Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Unstable Explosion. Upon death the Botched Half Dragon explodes in a random element out of (fire/cold/lightning/poison/acid) in a 10ft radius. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) damage of that element on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The Botched Half Dragon makes two Claw attacks. It may also make a Tail Slam attack with its bonus action.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Tail Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bashing damage. 

Fire Breath (Recharge 5–6). The Botched Half Dragon exhales a random element out of (fire/cold/lightning/poison/acid) in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) damage of that element on a failed save, or half as much damage on a successful one.

Reactions

Frenzied Slash. Using it's reaction the Botched Half Dragon can make a claw attack against anyone who moves into melee range.

Description

The Botched Half Dragon was an attempt by a wizard to create a fusion of multiple types of dragons and a humanoid inside of his lab. However the creature is not stable and prone to fits of blind rage, lashing out at anything and everything it can get it's claws on.

Though it possesses intelligence equivalent to most humanoids, it has lost the ability to communicate and acts based purely on instinct, viewing everything as a threat.

Such botched creations rarely last long, as their own destructive tendencies tend to force outsiders to intervene, and the creatures rarely possess enough reason to hide from a overwhelming force.

Habitat: UnderdarkUrban

Cerebreturns

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