Medium Humanoid (Half-Dragon), Neutral Evil
Armor Class 17 Unarmored Defense
Hit Points 182 (11d12 + 110)
Speed 45 ft.
STR
21 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +8, DEX +5, CON +7
Skills Acrobatics +6, Athletics +12, Perception +6
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Paralyzed, Prone, Restrained
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Fog Vision. The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.

Olympic Jumper. Akra-Zel can jump distance up to his speed in long jumps with only a 5' start. And can jump twice his distance in high jumps.

Uncontrollable. Akra-Zel's movement is never impeded by difficult terrain, and his speed can’t be reduced by spells or magical effects. He can’t be restrained (per the condition), and he escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on his movement or attacks.

 Rage. Akra-Zel can go into a rage four times a day and gain the following traits.

  • Advantage on Strength Checks, Strength Saving Throws and Dexterity Saving Throws
  • Resistance to Bludgeoning, Slashing and Piercing Damage. 
  • Attacks that use Strength have an +3 to damage. 

Feral Instincts. Akra-Zel has advantage on Initiative Rolls. 

Brutal Critical. When Akra-Zel scores a critical hit with a melee weapon he does an additional die of damage. 

Siege Weapon. Weapon Attacks against buildings deal double damage. All weapon attacks against constructs deal an additional die of damage. 

Overwhelming Cleave. When Akra-Zel makes a melee weapon attack while raging, he can make an extra attack as a bonus action with against a target that is within 5' of the original target. 

Mage Slayer. Akra-Zel's experience hunting down magicians who threaten the Ecapia Empire has given him the following skills. 

  • When a creature within 5' of Akra-Zel casts a spell, he can use his reaction to make a melee weapon attack against that creature. 
  • When Akra-Zel damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • Akra-Zel has advantage on saving throws against spells cast by creatures within 5 feet of you.
Actions

Multiattack. Akra-Zel Can make one Dragon Kick, Thunderous Blow and one Dragon Kick, Lightning Show on its turns.

Dragon Kick, Thunderous Blow. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, or 15 (2d6 + 8) bludgeoning damage while raging. On a hit have the target make a Strength Saving Throw DC 17 or be kicked back 5'. 

Dragon Kick, Lightning Blow. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit. 12 (2d6 + 5) bludgeoning damage, or 15 (2d6 + 8) bludgeoning damage while raging. On a hit have the target make a Constitution Saving Throw or be stunned until the end of his next round.

Dragon Rush (Twice per long Rest). Akra-Zel Makes either a high jump or a long jump. Each creature within a 10' radius of his landing spot must make a Dexterity Saving Throw DC 17 or take 16 (3d10) Bludgeoning Damage. That area is considered Difficult Terrain. 

Breath of Gales (Recharge 5–6). Akra-Zel exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 28 (8d6) bludgeoning damage and is pushed 15 feet away from Akra-Zel and knocked prone; a successful DC 17 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished.

Previous Versions

Name Date Modified Views Adds Version Actions
2/16/2020 9:49:15 PM
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ThyTrueKing

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