Large Monstrosity (Half-Dragon), Chaotic Evil
Armor Class 18 (plate)
Hit Points 102 (12d10 + 36)
Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Skills Athletics +5, Intimidation +5, Perception +2
Damage Resistances Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Multiattack. The Aberconway makes two Talon attacks plus one Tail Strike if flying or two Slam Attacks plus one Tail attack If standing.

Talon Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:  10(1d6 + 7) bludgeoning damage.

Slam. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Fire Breath (Recharge 5–6). The Aberconway exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Snatch. If the Abercronway hits with both slam attacks against a Medium or smaller creature, it Snatches that creature.  That creature grappled by it and it must succeed on a DC 15 Strength saving throw at the start of each of the Aberconway's turns or take 14 (2d6 + 7) bludgeoning damage. If the Abercronway moves, the engulfed target moves with it. The Aberconway can no make slam attacks while a creature is Snatched.

TenuousCash

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