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.
   52   53   54   55   56   57   58   59   60   61   62