Medium Humanoid, Typically Chaotic Evil
Armor Class 15 natural armor
Hit Points 54 (6d8 + 15)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +2, CON +4
Skills Perception +2, Stealth +1
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60ft, Passive Perception 13
Languages Common Can't Speak in Weredrake form
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Shapechanger. The weredrake can use its action to polymorph into a drake-humanoid hybrid or into a drake, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The weredrake has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The Weredrake makes one Bite attack and one claw attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.  If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weredrake lycanthropy.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Acid Breath. The weredrake exhales a blast of bubbling acid in a 5x30 foot line. Each creature in that area must make a DC 12 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.

Acid Breath Recharge. The weredrake can expend its action to recharge its Acid Breath ability by succeeding a DC 12 roll. 

Monster Tags: humanoid

ASH1218

Comments

Posts Quoted:
Reply
Clear All Quotes