Kobold
Small humanoid (kobold), lawful evil
- Armor Class 12
- Hit Points 5 (2d6-2)
- Speed 30ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
- Senses darkvision 60ft., passive Perception 8
- Languages Draconic, any one language
- Challenge 1/8 (25 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Kobold Scavenger
With how quickly Kobolds breed, and how quick to learn the vermin are as a whole, it's inevitable a handful would survive to be a slightly bigger nuisance that the average lizard-rat, and have the following changes:
- They have 14 (4d6) hit points.
- Their have 16 Dexterity, with +5 to hit and +3 to damage rolls, and 10 Constitution.
- They have the skills Sleight of Hand +5, Stealth +5
- Their CR is 1/2 (100 XP)
Winged Kobold
Small humanoid (kobold), lawful evil
- Armor Class 13
- Hit Points 7 (3d6-3)
- Speed 30ft., fly 30ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
- Senses darkvision 60ft., passive Perception 8
- Languages Draconic, any one language
- Challenge 1/4 (50 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 20/60ft., one target. Hit: 5 (1d4+3) piercing damage.
Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6+3) bludgeoning damage.
Winged Kobold Scavenger
With how quickly Kobolds breed, and how quick to learn the vermin are as a whole, it's inevitable a handful would survive to be a slightly bigger nuisance that the average lizard-rat, and have the following changes:
- They have 18 (5d6) hit points.
- Their have 10 Constitution.
- They have the skills Sleight of Hand +5, Stealth +5
- Their CR is 1 (200 XP)
Kobold Inventor
Small humanoid (kobold), lawful evil
- Armor Class 12
- Hit Points 13 (3d6+3)
- Speed 30ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 12 (+1) 10 (+0) 7 (-2) 8 (-1)
- Senses darkvision 60ft., passive Perception 8
- Languages Draconic, any one language
- Challenge 1/4 (50 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Weapon Invention. The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:
Acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist's fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.
Green Slime Pot. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.
Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.
Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 percent chance that the swarm disperses.
Kobold Scale Sorcerer
Small humanoid (kobold), lawful evil
- Armor Class 15 (natural armor)
- Hit Points 27 (5d6+10)
- Speed 30ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 14 (+2) 10 (+0) 9 (-1) 14 (+2)
- Skills Arcana +2, Medicine +1
- Senses darkvision 60ft., passive Perception 9
- Languages Draconic, any one language
- Challenge 1 (200 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sorcery Points. The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): fire bolt, mage hand, mending, poison spray
1st level (4 slots): charm person, chromatic orb, expeditious retreat
2nd level (2 slots): scorching ray
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage.
Kobold Dragonshield
Small humanoid (kobold), lawful evil
- Armor Class 15 (leather armor, shield)
- Hit Points 44 (8d6+16)
- Speed 20ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 10 (+0)
- Skills Perception +1
- Senses darkvision 60ft., passive Perception 11
- Languages Draconic, any one language
- Challenge 1 (200 XP)
Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +4 to hit, range 20/60ft., one target. Hit: 5 (1d6+2) piercing damage or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
Kobold Myrmidon
Small humanoid (kobold), lawful evil
- Armor Class 12
- Hit Points 21 (6d6)
- Speed 30ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 10 (+0) 8 (-1) 7 (-2) 8 (-1)
- Skills Acrobatics +4, Stealth +4
- Senses darkvision 60ft., passive Perception 11
- Languages Draconic, any one language
- Challenge 2 (450 XP)
Fearless. The kobold is immune to nonmagical fears, and has advantage on saving throws made against magical fears.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage.
Reactions
Fervor. As a reaction to taking damage from a creature within 5ft. of it, the kobold can make one scimitar attack as a reaction.
Kobold myrmidons take the suicidal fervor kobolds are infamous for to an entirely different level. They operate similar to assassins and ambushers, however, unlike a real assassin they seem to completely lack any pretext of surviving to make it to the next job.
They simply fight until they are dead, or everything else is.
You can usually tell the leader of the largest band of kobolds by the fact its wearing metal armor. Either that, or they're the chosen elite of some dragon or warlord's kobold forces. But make no mistake, they can move and in that armor just as quietly as they could if they were in a loincloth.
Kobold Dragon Knight
Small humanoid (kobold), lawful evil
- Armor Class 16 (chain shirt)
- Hit Points 49 (9d6+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Skills Acrobatics +5, Stealth +5, Perception +2
- Senses darkvision 60ft., passive Perception 12
- Languages Draconic, any two language
- Challenge 3 (700 XP)
Dragon's Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes three melee attacks or two ranged attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320ft., one target. Hit: 6 (1d6+3) piercing damage.
Kobold Leaders
The leader of a particularly large group of kobolds might be held in such awe that it is able to temporarily inspire the meek race to greater action than should be possible.
- For the Horde (1/Day). The kobold calls to its clanmates. Each kobold within 30ft. of it that can see or hear the leader can move up to its speed and make a weapon attack as a reaction.
Dragonborn
A
Different Colored Dragonborn
The dragonborn here are assumed to be red dragonborn. While tribal dragonborn typically stick to the same colors between tribes, rarely accepting outsiders, both war slaves and renowned warriors might be an exception to this.
More civilized dragonborn, especially mercenaries, would be made up of a variety of different dragonborn more than likely.
You can determine any specifics yourself, or roll a 1d10 to determine the color, damage type, and resistance the dragonborn might have. 1-2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).
Remember that blue dragonborn's breath weapon would be a 30/50ft. line rather than a 15/25ft. cone.
Tribal Dragonborn
Dragonborn Warrior
Medium humanoid (dragonborn), any alignment
- Armor Class 14 (natural armor)
- Hit Points 13 (2d8+4)
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 9 (-1) 12 (+1) 12 (+1)
- Skills Intimidation +3, Religion +1, Survival +3
- Damage Resistances fire
- Senses passive Perception 11
- Languages Draconic
- Challenge 1/2 (100 XP)
Actions
Multiattack. The dragonborn makes one claw attack and one club attack.
Breath Weapon (1/Day). Each creature in a 15ft. cone must make a DC 12 Dexterity saving throw or take 10 (3d6) fire damage, or half as much on a successful save.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) slashing damage.
Stone Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Dragonborn Dragon Blessed
When a dragonborn proves his worth in battle it is known as a dragon blessed warrior, and has the following changes:
- They have 26 (4d8+8) hit points and their AC is 15 (natural armor).
- Their Breath Weapon gains Recharge 5-6.
- They have the skill Athletics +4.
- Their CR is 1 (200 XP).
Dragonborn Bow Hunter
Medium humanoid (dragonborn), any alignment
- Armor Class 15 (natural armor)
- Hit Points 20 (3d8+6)
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 14 (+2) 9 (-1) 14 (+2) 12 (+1)
- Skills Stealth +4, Survival +6
- Damage Resistances fire
- Senses passive Perception 11
- Languages Draconic
- Challenge 1 (200 XP)
Actions
Multiattack. The dragonborn makes two weapon attacks.
Breath Weapon (1/Day). Each creature in a 15ft. cone must make a DC 12 Dexterity saving throw or take 7 (2d6) fire damage, or half as much on a successful save.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4+1) slashing damage.
Stone Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 5 (1d6+2) piercing damage.
Dragonborn Guardian
Medium humanoid (dragonborn), any alignment
- Armor Class 16 (natural armor, shield)
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 9 (-1) 12 (+1) 12 (+1)
- Skills Intimidation +5, Perception +5, Religion +1, Survival +3
- Damage Resistances fire
- Senses passive Perception 15
- Languages Draconic
- Challenge 2 (450 XP)
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in the attack).
Actions
Multiattack. The dragonborn makes two weapon attacks.
Breath Weapon (1/Day). Each creature in a 15ft. cone must make a DC 13 Dexterity saving throw or take 10 (3d6) fire damage, or half as much on a successful save.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (2d4+2) slashing damage.
Stone Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 30/120ft., one target. Hit: 9 (2d6+2) piercing damage in melee, or 5 (1d6+2) piercing damage at range.
Dragonborn Raider
Medium humanoid (dragonborn), any alignment
- Armor Class 15 (natural armor)
- Hit Points 38 (5d8+15)
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 9 (-1) 12 (+1) 14 (+2)
- Skills Athletics +4, Intimidation +4, Religion +1, Survival +3
- Damage Resistances fire
- Senses passive Perception 11
- Languages Draconic
- Challenge 3 (700 XP)
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in the attack).
Actions
Multiattack. The dragonborn makes one claw attack and one club attack.
Breath Weapon (Recharge 5-6). Each creature in a 15ft. cone must make a DC 13 Dexterity saving throw or take 14 (4d6) fire damage, or half as much on a successful save.
Dragon Fear (1/Day). The dragonborn can expend its use of Breath Weapon to roar, forcing each creature that can see or hear the dragonborn of its choice within 30 feet to make a DC 12 Wisdom saving throw. On a failed save, a target becomes frightened of the dragonborn for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4+2) slashing damage.
Stone Club. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6+2) bludgeoning damage.
Stone Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.
Dragonborn Dragon Tongue
Medium humanoid (dragonborn), any alignment
- Armor Class 14 (natural armor)
- Hit Points 51 (6d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 18 (+4) 9 (-1) 12 (+1) 16 (+3)
- Skills Intimidation +7, Religion +3, Survival +3
- Damage Resistances fire
- Senses passive Perception 11
- Languages Draconic
- Challenge 4 (1,100 XP)
Actions
Multiattack. The dragonborn makes three claw attacks.
Breath Weapon. Each creature in a 25ft. cone must make a DC 14 Dexterity saving throw or take 14 (4d6) fire damage, or half as much on a successful save.
Dragon Fear (1/Day). The dragonborn can roar, forcing each creature that can see or hear the dragonborn of its choice within 30 feet to make a DC 13 Wisdom saving throw. On a failed save, a target becomes frightened of the dragonborn for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) slashing damage.
Dragonborn Chieftan
Medium humanoid (dragonborn), any alignment
- Armor Class 16 (natural armor)
- Hit Points 94 (11d8+44)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 11 (+0) 14 (+2) 17 (+3)
- Saving Throws Strength +7, Constitution +7, Charisma +6
- Damage Resistances fire
- Skills Athletics +4, Intimidation +9, Religion +4, Survival +5
- Senses passive Perception 12
- Languages Draconic, any one language
- Challenge 6 (100 XP)
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in the attack).
Magic Weapons. The dragonborn's weapons are magical, and gain a +1 bonus to attack and damage rolls.
Actions
Multiattack. The dragonborn makes one two weapon attacks, or uses its breath weapon or fear and makes one claw attack.
Breath Weapon (Recharge 3-6). Each creature in a 25ft. cone must make a DC 15 Dexterity saving throw or take 18 (5d6) fire damage, or half as much on a successful save.
Dragon Fear (3/Day). The dragonborn can expend its use of Breath Weapon to roar, forcing each creature that can see or hear the dragonborn of its choice within 30 feet to make a DC 14 Wisdom saving throw. On a failed save, a target becomes frightened of the dragonborn for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (2d4+4) slashing damage.
Jade Club. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d6+5) bludgeoning damage.
Jade Javelin. Melee Ranged Weapon Attack: +8 to hit, range 30/120ft., one target. Hit: 13 (2d6+5) piercing damage in melee or 8 (1d6+5) piercing damage at range.
Dragonborn Shaman
Medium humanoid (dragonborn), any alignment
- Armor Class 14 (natural armor)
- Hit Points 60 (8d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 13 (+1)
- Skills Nature +4, Religion +4, Survival +5
- Damage Resistances fire
- Senses passive Perception 13
- Languages Draconic, Druidic, any one language
- Challenge 4 (1,100 XP)
Spellcasting. The dragonborn is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The dragonborn has the following Druid spells prepared:
Cantrips (at will): druidcraft, mending, primal savagery
1st level (4 slots): detect magic, entangle, snare
2nd level (3 slots): hold person, heat metal, lesser restoration
3rd level (2 slots): water walk, wind wall
Actions
Multiattack. The dragonborn makes one claw attack and one club attack.
Breath Weapon (Recharge 5-6). Each creature in a 15ft. cone must make a DC 13 Dexterity saving throw or take 10 (3d6) fire damage, or half as much on a successful save.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4+1) slashing damage.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.
Primal Savagery. Melee Spell Attack: +5 to hit, reach 5ft., one target. Hit: 11 (2d10) slashing or piercing damage.
Civilized Dragonborn
Dragonborn Mercenary
Medium humanoid (dragonborn), any alignment
- Armor Class 17 (splint)
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
- Skills Athletics +5, Intimidation +3, Perception +2
- Damage Resistances fire
- Senses passive Perception 12
- Languages Common, Draconic, any one language
- Challenge 3 (700 XP)
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in the attack).
Actions
Multiattack. The dragonborn makes one claw attack and one longsword attack.
Breath Weapon (1/Day). Each creature in a 15ft. cone must make a DC 12 Dexterity saving throw or take 10 (3d6) fire damage, or half as much on a successful save.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d4+3) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120ft., one target. Hit: 10 (2d6+3) piercing damage in melee or 6 (1d6+3) piercing damage at range.
Dragonborn Spellsword
Medium humanoid (dragonborn), any alignment
- Armor Class 17 (splint)
- Hit Points 60 (8d8+16)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1)
- Skills Arcana +5, Athletics +5, Intimidation +4, Perception +3
- Damage Resistances fire
- Senses passive Perception 13
- Languages Common, Draconic, any one language
- Challenge 5 (1,800 XP)
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in the attack).
Spellcasting. The dragonborn is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The dragonborn has the following Wizard spells prepared:
Cantrips (at will): firebolt, light, shocking grasp
1st level (4 slots): comprehend languages, magic missile, shield, snare
2nd level (2 slots): magic weapon*, mirror image*
*The dragonborn casts these spells before combat.
Actions
Multiattack. The dragonborn makes two weapon attacks or one weapon attack and one spell attack.
Breath Weapon (1/Day). Each creature in a 15ft. cone must make a DC 12 Dexterity saving throw or take 14 (4d6) fire damage, or half as much on a successful save.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (2d4+2) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 11 (2d8+2) slashing damage, or 13 (2d10+2) slashing damage if used with two hands.
Firebolt. Ranged Spell Attack: +5 to hit, range 120ft., one target. Hit: 11 (2d10) fire damage.
Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d8) lightning damage, the attack has advantage if the target is wearing metal armor. On a hit, the target can't take reactions until the start of its next turn.
Half Dragons
Half-Red Dragon
Medium humanoid (half-dragon), any alignment
- Armor Class 18 (plate)
- Hit Points 65 (10d8+20)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1)
- Skills Athletics +6, Intimidation +4, Perception +3
- Damage Resistances fire
- Senses blindsight 10ft., darkvision 60ft., passive Perception 13
- Languages Common, Draconic, any one language
- Challenge 5 (1,800 XP)
Actions
Multiattack. The half-dragon makes two melee attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d12+1) piercing damage.
Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Half-Red Dragon Skyknight
Medium humanoid (half-dragon), any alignment
- Armor Class 16 (breastplate)
- Hit Points 65 (10d8+20)
- Speed 30ft., fly 60ft.
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 10 (+0) 11 (+0) 12 (+1)
- Skills Acrobatics +7, Intimidation +4, Perception +6
- Damage Resistances fire
- Senses blindsight 10ft., darkvision 60ft., passive Perception 16
- Languages Common, Draconic, any one language
- Challenge 5 (1,800 XP)
Actions
Multiattack. The half-dragon makes two attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.
Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Half-Red Dragon Sorcerer
Medium humanoid (half-dragon), any alignment
- Armor Class 16 (natural armor)
- Hit Points 72 (11d8+22)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 18 (+4)
- Skills Arcana +5, Intimidation +8, Perception +5, Persuasion +8
- Damage Resistances fire
- Senses blindsight 10ft., darkvision 60ft., passive Perception 15
- Languages Draconic, any three languages
- Challenge 9 (5,000 XP)
Sorcery Points. The half-dragon has 11 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
Empowered Spell: When it rolls damage for a spell, it can spend 1 sorcery point to reroll up to 4 damage dice. It must use the new rolls.
Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the half-dragon can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the half-dragon casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Spellcasting. The half-dragon is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The half-dragon knows the following Sorcerer spells:
Cantrips (at will): blade ward, control flames, firebolt, friends, frostbite, light
1st level (4 slots): burning hands, detect magic, chromatic orb, command
2nd level (3 slots): alter self, blur*, scorching ray, suggestion*
3rd level (3 slots): fear, fireball, fly
4th level (3 slots): polymorph
5th level (2 slots): dominate person
6th level (1 slots): mass suggestion
*The half-dragon casts this spells before combat.
Actions
Multiattack. The half-dragon makes two melee attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.
Firebolt. Ranged Spell Attack: +8 to hit, range 120ft., Hit: 17 (3d10) fire damage.
Frostbite. The half-dragon touches a creature within 5ft., that creature must succeed on a DC 16 Constitution saving throw or take 10 (3d6) cold damage and suffer disadvantage on the next weapon attack roll it makes before the end of its next turn.
Fire Breath (Recharge 4–6). The half-dragon exhales fire in a 25-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Half-Red Dragon Warlord
Medium humanoid (half-dragon), any alignment
- Armor Class 18 (plate)
- Hit Points 257 (27d8+135)
- Speed 30ft.
STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 20 (+5) 12 (+1) 12 (+1) 18 (+4)
- Saving Throws* Str +10, Dex +8, Con +10
- Skills Athletics +10, Intimidation +9, Perception +6, Persuasion +9
- Damage Resistances fire
- Senses blindsight 10ft., darkvision 60ft., passive Perception 12
- Languages any three languages
- Challenge 14 (11,500 XP)
Brute. A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack).
Indomitable (3/Day). The half-dragon can reroll a saving throw it fails. It must use the new roll.
Survivor. The half-dragon regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Actions
Multiattack. The half-dragon makes two weapon attacks.
Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 12 (2d6+5) slashing damage.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.
Fire Breath (Recharge 3–6). The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 30 (9d6) fire damage on a failed save, or half as much damage on a successful one.
Frightful Presence (1/Day). Each creature of the half-dragon's choice that is within 30 feet of the half-dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Presence for the next 24 hours.
Legendary Actions
The Warlord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Warlord regains spent legendary actions at the start of its turn.
Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn.