Huge Dragon, Unaligned
Armor Class 15 (natural armor)
Hit Points 176 (16d12 + 80)
Speed 50 ft.
STR
25 (+7)
DEX
10 (+0)
CON
21 (+5)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +9, WIS +5
Skills Perception +5
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Keen Smell- The jaw drake had advantage on Wisdom (Perception) checks that rely on smell. 

Tailed Monster- A common method of wyvern hunters is to slice off the beast's tail. On a hit, damage is dealt as normal to the drake, with any slashing damage also being dealt to the tail's individual hit points (40 hit points). Cutting off the tail reduces that jaw drake's tail attack's reach to 5 ft., and damage to 1d6+7.

Wounded Rage- While it has less than half of it total health remaining the jaw drake deals an extra 1d6 fire damage to any target it hits with its bite attacks. 

Actions

Multiattack- The jaw drake makes two attacks; one with its bite and one with its tail. It cant make both attacks against the same target. 

Bite- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d12+7 piercing damage. 

Tail- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d6+7 bludgeoning damage. 

Stomp- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d4+7 bludgeoning damage. 

Fire Breath (Recharge 5-6)- The drake exhales fire in a 30 ft cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. 

Rampage (1/short rest)- This action may be only be used while the jaw drake has less than half of its full health remaining. The drake moves up to its speed in a straight line. During this move, it can enter Large or smaller creature's spaces. A creature whose space the jaw drake enters must make a DC 19 Dexterity saving throw. On a successful save, the creature is pushed 5 ft. to the nearest space out of the jaw drake's path. On a failed save, the creature falls prone and takes 6d6 bludgeoning damage plus 2d6 fire damage. 

Legendary Actions

The jaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jaw drake regains spent legendary actions at the start of its turn. 

Stomp- The jaw drake makes a stomp attack.

Wide Tail Sweep (costs 2 actions)- The jaw drake makes a tall attack against every creature in reach that is not directly underneath or above it. 

Leap (costs 3 actions)- The drake moves up to half of its movement straight in one direction without provoking attacks of opportunity and may move over large or smaller creatures. Any creature in the space the drake ends its movement in must make a DC 19 Dexterity saving throw. On a successful save, the creature is pushed 5 ft. to the nearest space out of the drake's path. On a failed save, the creature falls prone and takes 6d6 bludgeoning damage. 

CrypticGamez

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