Page 56 - Monster Manual Expanded III Dragonix
P. 56
Dracotaur Berserker Actions
Large dragon, chaotic evil Multiattack. The dracotaur makes three melee attacks: one with its
Greataxe or Javelin, one with its Bite, and one with its Tail.
Armor Class 15 (natural armor)
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit Points 76 (8d10 + 32)
Hit: 10 (1d12 + 4) slashing damage.
Speed 50 ft.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 8 (1d8 + 4) piercing damage.
18 (+4) 12 (+1) 18 (+4) 13 (+1) 11 (+0) 13 (+1)
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage plus 2 (1d4) piercing damage.
Saving Throws Con +5, Wis +2
Skills Perception +2 Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 12 Spit Fire (Recharge 6). The dracotaur spits fire at a point within
Languages Common, Draconic 30 feet of it. Each creature in a 10-foot-radius sphere centered on
Challenge 4 (1,100 XP) Proficiency Bonus +2 that point must make a DC 13 Dexterity saving throw, taking 13
(3d8) fire damage on a failed save, or half as much damage on a
Charge. If the dracotaur moves at least 30 feet straight toward a successful one.
target and then hits it with its Pike on the same turn, the target takes Reactions
an extra 5 (1d10) piercing damage.
Retaliation. When the dracotaur takes damage from a creature
Reckless. At the start of its turn, the dracotaur can gain advantage
within 5 feet of it, the dracotaur can make one melee weapon attack
on all melee weapon attack rolls during that turn, but attack rolls
against the creature.
against it have advantage until the start of its next turn.
Dracotaur Champion of Tiamat Tiamat's Breath (1/Day). The dracotaur chooses an energy type
from acid, cold, fire, lightning, or poison. The dracotaur exhales
Large dragon, chaotic evil energy of the chosen type in a 30-foot cone. Each creature in that
area must make a DC 16 Dexterity saving throw, taking 36 (8d8)
Armor Class 16 (natural armor) damage of the chosen damage type on a failed save, or half as much
Hit Points 114 (12d10 + 48) damage on a successful one.
Speed 50 ft.
Bonus Actions
STR DEX CON INT WIS CHA Rage (Recharges after a Short or Long Rest). The dracotaur
20 (+5) 14 (+2) 18 (+4) 13 (+1) 12 (+1) 16 (+3) enters a rage. The rage lasts for 1 minute or until the dracotaur
is incapacitated. While raging, the dracotaur gains the following
Saving Throws Str +9, Dex +6, Con +8, Wis +5 benefits:
Skills Perception +5 • The dracotaur has advantage on Strength checks and Strength
Damage Resistances fire saving throws.
Senses darkvision 60 ft., passive Perception 15 • When it makes a melee weapon attack, the dracotaur gains a +4
Languages Common, Draconic bonus to the damage roll (included in the attack).
Challenge 10 (5,900 XP) Proficiency Bonus +4 • The dracotaur has resistance to bludgeoning, piercing, and slash-
ing damage.
Legendary Actions
Charge. If the dracotaur moves at least 30 feet straight toward a
target and then hits it with its Greataxe on the same turn, the target
takes an extra 6 (1d12) slashing damage. The dracotaur can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The dracotaur
Multiattack. The dracotaur makes three melee attacks: one with its regains spent legendary actions at the start of its turn.
Greatsword, one with its Bite, and one with its Tail. Move. The dracotaur moves up to half its speed.
Frightful Glare. The dracotaur turns its gaze toward one creature it
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
can see within 30 feet of it. The target must succeed on a DC 15
Hit: 12 (2d6 + 5) slashing damage, or 16 (2d6 + 9) slashing damage
Wisdom saving throw or become frightened for 1 minute. A
while raging.
creature can repeat the saving throw at the end of each of its turns,
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. ending the effect on itself on a success. If a creature’s saving throw
Hit: 9 (1d8 + 5) piercing damage, or 13 (1d8 + 9) while raging. is successful or the effect ends for it, the creature is immune to
dracotaur's Frightful Glare for the next 24 hours.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Attack (Costs 2 Actions). The dracotaur makes a melee or ranged
Hit: 8 (1d6 + 5) bludgeoning damage, or 12 (1d6 + 9) bludgeoning
attack.
damage while raging, plus 2 (1d4) piercing damage.
Tail Sweep (Costs 3 Actions). The dracotaur swings its tail, and
Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 every creature within 10 feet of it must make a DC 17 Dexterity
feet of it. Each creature in a 10-foot-radius sphere centered on that saving throw. On a failed saving throw, a creature takes 8 (1d6 +
point must make a DC 16 Dexterity saving throw, taking 27 (6d8) 5) bludgeoning damage, or 12 (1d6 + 9) bludgeoning damage while
fire damage on a failed save, or half as much damage on a successful raging, plus 2 (1d4) piercing damage. On a successful save, the
one. creature takes half as much damage.
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Bestiary

