Huge Beast (Half-Dragon), Typically Neutral
Armor Class 26 Natural
Hit Points 540 (45d20 + 90)
Speed 90 ft., Climb 30 ft., Burrow 40 ft., Fly 120 ft.
STR
25 (+7)
DEX
20 (+5)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws STR +13, CON +16, INT +14
Skills History +20, Insight +20, Intimidation +19, Perception +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)
Condition Immunities Charmed
Senses Darkvision 200, Tremorsense 70, Truesight 80, Passive Perception 20
Languages Draconic, Druidic, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Keen Smell. The Dragtah has advantage on Wisdom (Perception) checks that rely on smell.

Sharp Hearing. The Dragtah has advantage on Wisdom (Perception) checks that rely on hearing.

Pounce. If the Dragtah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Dragtah can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  140 (20d10 + 40) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  80 (10d12 + 20) slashing damage, knocked back 30 feet.

Breath Attack (Recharge 1-2). The Dragtah exhales causing a 60 foot long 30-foot-wide cone/ 60 foot long 10-foot-wide line of Elemental damage (Acid, Cold, Fire, Lightening, Poison). Each creature in that line/cone must make a DC 20 Dexterity saving throw or take 60 (15D4 + 30) Elemental Damage on a failure or half as much on success.

Bonus Actions

Tail Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., can hit up to 10 (ten) enemies.  Hit:  90(10D12+30) Bludgeoning Damage, knockback 50 feet.

Reactions

Paralyzing Roar. As a reaction to seeing one of its young or protected herds injured The Ancient Dragtah will let out a Thunderous roar. All who can hear it must succeed a DC 25 Constitution saving throw or be Paralyzed for 12 seconds. 

Description

The result of a strange pairing between a Cheetah and a Dragon the Dragtah gained the speed of the Cheetah, the wings of the dragon, and has a combination of fur and scales that protect its body. Thanks to the Draconic heritage they have a Breath Attack determined by the Draconic Bloodline (Acid, Cold, Fire, Lightening, Poison). These creatures are rare and hard to find but often sought after for their particularly durable pelts. If you can find a baby, you have a good chance of taming and keeping as a pet but beware the older adults. Due to the Draconic heritage, these creatures live as long as Dragons and do not stop growing. Thus, if you find an ancient, your best bet is to walk away lest you incur the wrath.

Lair and Lair Actions

The Lair of the Dragtah is quite unusual all things considered. These Giant Beasts will look for a large cave with some sparse trees and open fields. Being naturally magical creatures it is often you will need to look through a veil to find them. Typically hidden behind an illusion to appear as either a wide open space, sealed off mountain, or heavily forested area (depending on the region) these beasts take full advantage of their surroundings and magical abilities to retain secrecy. Should you happen to stumble into the Lair of a Dragtah, you will find that the illusion only appears as a wall. Within the illusion you will see wild animals that are generally Herbivorous and peaceful moving in herds. The Dragtah's will protect these herds as their primary food source and allow the young to practice hunting. As such you will often be surprised by how many creatures there are in a Dragtah's lair, in various stages of growth, as well as some injured, healing, or in perfect health. 

Should you be deemed as a threat to the Dragtah or their young, you will swiftly see all the wildlife run into the cave to be protected as the ground beneath starts to crack and fracture. This will release vents of the Element the Dragtah can use (Acid, Cold, Fire, Lightening, Poison) making the terrain difficult and posing a hazard to any senseless enough to threaten a Dragtah. If you can somehow convince the Dragtah you are not a threat, a sudden reversion of the lands will occur as only the strongest of the wildlife will venture out of the cave. This will leave the adventurer disoriented and confused for 12 seconds until they can once again continue on their way.

Habitat: ForestGrasslandMountain

AnyaRivers

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