Page 57 - Monster Manual Expanded III Dragonix
P. 57
Dracotaur Chieftain Dracotaur Priest of Tiamat
Large dragon, chaotic evil Large dragon, chaotic evil
Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 133 (14d10 + 56) Hit Points 93 (11d10 + 33)
Speed 50 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 15 (+2) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 16 (+3) 14 (+2)
Saving Throws Str +9, Con +8, Wis +6 Saving Throws Wis +6, Cha +5
Skills Perception +6 Skills Perception +6
Damage Resistances fire Damage Resistances fire
Senses darkvision 60 ft., passive Perception 16 Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic Languages Common, Draconic
Challenge 9 (5,000 XP) Proficiency Bonus +4 Challenge 6 (2,300 XP) Proficiency Bonus +3
Charge. If the dracotaur moves at least 30 feet straight toward a 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 target and then hits it with its Pike on the same turn, the target takes
takes an extra 6 (1d12) slashing damage. an extra 5 (1d10) piercing damage.
Marshal Allies. Unless the dracotaur is incapacitated, it and Actions
creatures of its choice within 30 feet of it have advantage on saving
throws against being frightened. Multiattack. The dracotaur makes three melee attacks: one with its
Actions Pike, one with its Bite, and one with its Tail.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Multiattack. The dracotaur makes three melee attacks: one with its
Hit: 8 (1d10 + 3) piercing damage.
Greataxe or Javelin, one with its Bite, and one with its Tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Hit: 11 (1d12 + 5) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Hit: 9 (1d8 + 5) piercing damage.
Spellcasting. The dracotaur is a 5th-level spellcaster. Its spellcasting
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The
Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) piercing damage.
bugbear has the following cleric spells prepared:
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
Cantrips (at will): poison spray (2d12), sacred flame (2d8),
range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
thaumaturgy
Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 1st level (4 slots): absorb elements, command, detect magic,
feet of it. Each creature in a 10-foot-radius sphere centered on that inflict wounds, protection from evil and good
point must make a DC 16 Dexterity saving throw, taking 31 (7d8) 2nd level (3 slots): dragon's breath, gust of wind, hold person, locate
fire damage on a failed save, or half as much damage on a successful object, spiritual weapon
one. 3rd level (2 slots): dispel magic, fear, glyph of warding, lightning bolt
War Cry (1/Day). Each creature of the dracotaur's choice that is Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30
within 30 feet of it, can hear it, and not already affected by War Cry feet of it. Each creature in a 10-foot-radius sphere centered on that
gain advantage on attack rolls until the start of the dracotaur's next point must make a DC 14 Dexterity saving throw, taking 23 (5d8)
turn. All other creatures within 30 feet of it, can hear it, and not fire damage on a failed save, or half as much damage on a successful
already affected by War Cry must make a DC 16 Wisdom saving one.
throw or become frightened until the end of the dracotaur's next Reactions
turn. The dracotaur can then make one attack as a bonus action.
Legendary Actions Boon of Tiamat (3/Day). The dracotaur grants a + 5 bonus to an
attack roll made by an allied creature it can see within 30 feet of
The dracotaur can take 3 legendary actions, choosing from the it. The dracotaur can make this choice after the roll is made but
options below. Only one legendary action option can be used at a before it hits or misses. If the attack hits, it deals an extra 10 (3d6)
time and only at the end of another creature's turn. The dracotaur energy damage of the type chosen by the dracotaur (acid, cold, fire,
regains spent legendary actions at the start of its turn. lightning, or poison).
Move. The dracotaur moves up to half its speed.
Attack. The dracotaur makes a melee or ranged attack.
Tactical Command. The dracotaur targets one ally it can see within
30 feet of it. If the target can see or hear the dracotaur, the target
can use its reaction to make one melee attack, move up to its
speed, or move up to half its speed without provoking opportunity
attacks.
Reactions
Directed Strike (3/Day). When a creature the dracotaur can see
within 30 feet of it makes an attack roll, and the creature can hear
the dracotaur, the dracotaur grants advantage to that roll.

