Minecraft 5e

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Minecraft 5e


Blaze

Medium elemental, neutral evil


  • Armor Class 13
  • Hit Points 90 (12d8 + 36)
  • Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Ignan
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Heated Body. A creature that touches the blaze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Ignition. If the blaze deals fire damage to a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The blaze sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Water Susceptibility. For every 5 feet the blaze moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The blaze makes two weapon attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) fire damage.

Fire Blast. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) fire damage.

Ball of Fire (Recharge 5–6). The blaze sends a small ball of fire streaking toward a point it can see within 120 feet of it. Once the ball reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the point where the ball explodes takes 9 (2d8) fire damage (DC 14 Dexterity save for half).


Creeper

Medium monstrosity, unaligned


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 4 (-3) 10 (+0) 6 (-2)

  • Skills Perception +2, Stealth +5
  • Damage Immunities lightning
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Freedom of Movement. The creeper ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Grass Camouflage. The creeper has advantage on Dexterity (Stealth) checks made to hide in grassy terrain.

Supercharge. When the creeper takes lightning damage, it becomes supercharged, amplifying its explosive power. The creeper's Explode action deals double damage, and its radius increases to 30 feet.

Actions

Explode. The creeper reduces itself to 0 hit points and explodes. Each creature within 15 feet of the creeper takes 22 (4d10) bludgeoning damage (DC 13 Dexterity save for half).


Thumbnail Credits: Minecraft (Mojang Studios)


Badooga's Homebrew: GM Binder, Google Drive


Enderman

Large aberration, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 18 (+4) 11 (+0) 14 (+2)

  • Skills Arcana +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 10
  • Languages Deep Speech
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Jump Scare. If the enderman uses its Teleport on its turn, it has advantage on the next melee attack made before the end of the turn.

Water Susceptibility. For every 5 feet the enderman moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The enderman makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 14 (4d6) force damage.
The enderman can choose to grapple the target instead of dealing damage. While grappled, the target is also restrained (escape DC 13). The enderman can only grapple one target at a time.

Bonus Actions

Teleport (Recharge 4–6). The enderman magically teleports, along with any objects and equipment it is wearing and carrying, to any other location within 400 feet of it. The enderman needn't see the location in order to teleport to it, but if it would arrive in a place already occupied by an object or a creature, the enderman takes 14 (4d6) force damage and fails to teleport.

Reactions

Warp Away. In response to being hit by an attack, the enderman can use its Teleport if it is available. When it does, the triggering attack misses it.


Ghast

Huge aberration, unaligned


  • Armor Class 13
  • Hit Points 125 (10d12 + 60)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 22 (+6) 4 (-3) 12 (+1) 4 (-3)

  • Saving Throws Dex +7, Con +10, Wis +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception 11
  • Languages understands Deep Speech but only makes screaming and screeching noises
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Inscrutable Thoughts. The ghast's thoughts and location can't be discerned by magic. Furthermore, any creature that attempts to communicate with the ghast telepathically must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the ghast's next turn.

Share Pain. If the ghast takes psychic damage, each creature within 120 feet of the ghast takes that damage as well. In addition, creatures within 30 feet of the ghast have disadvantage on all Intelligence, Wisdom, and Charisma saving throws.

Actions

Fire Blast. The ghast sends a ball of fire streaking toward a point within 120 feet of it. Once the ball reaches its destination or impacts against a solid surface, the ball explodes. Each creature within 10 feet of the point where the ball explodes takes 14 (4d6) fire damage (DC 18 Dexterity save for half).

Legendary Actions

The ghast can take 3 legendary actions each round, choosing from the options below.

  • Move. The ghast flies up to half its speed.
  • Invoke Dread. The ghast shrieks within the mind of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of the ghast's next turn.
  • Wail (Costs 2 Actions). The ghast lets out a terrible wail. Each creature within 120 feet of the ghast that can hear the wail takes 22 (4d10) psychic damage (DC 18 Charisma saving throw for half).

Pillager

Medium humanoid (any race), any non-good alignment


  • Armor Class 13 (leather armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Pack Tactics. The pillager has advantage on an attack roll against a creature if at least one of the pillager's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The pillager makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Aggressive. The pillager moves up to its speed toward a hostile creature that it can see.

Destroy. The pillager makes a weapon attack against an object or structure.


Raid Captain

Medium humanoid (any race), any non-good alignment


  • Armor Class 17 (half plate)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 14 (+2)

  • Saving Throws Wis +3
  • Skills Intimidation +4, Perception +3
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Pack Tactics. The raid captain has advantage on an attack roll against a creature if at least one of the raid captain's allies is within 5 feet of the creature and the ally isn't incapacitated.

Raid Leader. The raid captain and allies within 30 feet of it have advantage on saving throws against being charmed, frightened, grappled, or restrained while the raid captain isn't incapacitated.

Actions

Multiattack. The raid captain makes three melee attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Bonus Actions

Aggressive. The raid captain moves up its speed toward a hostile creature that it can see.

Leadership. The raid captain utters a special command to one creature it can see within 30 feet of it. If the creature can hear it, it can add a d6 to one attack roll or saving throw it makes before the start of the raid captain's next turn.

Destroy. The raid captain makes a weapon attack against an object or structure.



Ravager

Large monstrosity, unaligned


  • Armor Class 15 (chain mail barding)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Siege Monster. The ravager deals double damage to objects and structures.

Trampling Charge. If the ravager moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or take an additional 9 (2d8) piercing damage and be knocked prone. If the target is prone, the ravager can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 24 (4d8 + 6) bludgeoning damage.

Bonus Actions

Destroy. The ravager makes a melee attack against an object or structure.



Wither Skeleton

Medium undead, lawful evil


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Saving Throws Con +5
  • Damage Immunities fire, necrotic, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Wither. When the wither skeleton hits a target with a melee attack, it must succeed on a DC 13 Constitution saving throw or become poisoned. At the end of each of its turns, the poisoned target repeats the saving throw. It takes 7 (2d6) necrotic damage on a failed save, and the effect ends on a successful one. While poisoned by this effect, a creature can't regain hit points.

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6) necrotic damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage.



Zombie Pigman

Medium undead, neutral


  • Armor Class 8
  • Hit Points 30 (4d8 + 12)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 8
  • Languages understands Common but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Pack Tactics. The zombie has advantage on an attack roll against a creature if at least one of the zombie's allies is within 5 feet of the creature and the ally isn't incapacitated.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage, or 12 (2d10 + 1) slashing damage if used with two hands.

Bonus Actions

Mob Behavior. The zombie can attempt to grapple or shove a creature if at least one of the zombie's allies is within 5 feet of the creature and the ally isn't incapacitated.



Wither

Large undead, lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 225 (18d10 + 126)
  • Speed 30 ft., burrow 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 25 (+7) 16 (+3) 21 (+5) 23 (+6)

  • Saving Throws Con +12, Wis +10
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 15
  • Languages Common, Deep Speech, telepathy 120 ft.
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Aura of Unlife. The wither emits an aura of negative energy out to a radius of 30 feet. Non-undead creatures in the area can't regain hit points and have disadvantage on death saving throws.

Destructive Burrow. The wither can burrow through any nonmagical material or structure and leaves a 10-foot-diameter tunnel in its wake.

Freedom of Movement. The wither ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. The wither deals double damage to objects and structures.

Three Heads. The wither has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Wither. When a creature fails its saving throw against a wither skull, it becomes poisoned. At the end of each of its turns, the poisoned target can make a DC 20 Constitution saving throw. It takes 7 (2d6) necrotic damage on a failed save, and the effect ends on a successful one. While poisoned by this effect, a creature can't regain hit points.

Withering Heights (Mythic Trait; 1/Rest). If the wither would be reduced to 0 hit points, its current hit point total is reset to 225 instead. It then unleashes a large explosion, dealing 28 (8d6) bludgeoning damage to each creature within 20 feet of it (DC 19 Dexterity save for half) and pushing them up to 20 feet away from it in a straight line. The wither then loses access to its flying speed for 1 hour, but its other speeds are doubled during that time.

Actions

Shriek. Each non-undead creature within 120 feet of the wither that can hear the wither's shriek must succeed on a DC 19 Constitution saving throw or be frightened until the end of the wither's next turn.

Summon Spawn. A wither skeleton emerges from a point on the ground within 30 feet of the wither. This wither skeleton acts on the same turn as the wither and follow its orders to the best of its ability. The wither can only have four wither skeletons summoned a time.

Explosive Charge (Recharge 5–6). The wither moves up to its speed in a straight line, passing through the space of any creature in the area without provoking opportunity attacks. Each creature within 10 feet of any space it moves through takes 14 (4d6) bludgeoning damage (DC 21 Strength save for half). On a failed save, a creature is also knocked prone.

Reactions

Feed on Weakness. When a non-undead creature within 30 feet of the wither fails a saving throw or is reduced to 0 hit points, the wither can choose to either regain 20 hit points or gain advantage on its next saving throw.

Undead Army. When a humanoid within 30 feet of the wither dies, it can use Summon Spawn to raise its corpse as a wither skeleton. This undead does not count towards the maximum of four wither skeletons listed in that ability.

Legendary Actions

The wither can take 3 legendary actions each round, choosing from the options below.

  • Move. The wither moves up to half its speed.
  • Wither Skull. The wither sends a wither skull streaking toward a point within 120 feet of it. Once the skull reaches its destination or impacts against a solid surface, the skull explodes. Each creature and object within 15 feet of the point where the skull explodes takes 14 (4d6) necrotic damage (DC 20 Constitution save for half).


Warden

Large aberration, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 250 (20d8 + 160)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 26 (+8) 6 (-2) 20 (+5) 19 (+4)

  • Saving Throws Str +12, Con +14, Wis +11, Cha +10
  • Skills Athletics +12, Intimidation +10, Perception +11, Stealth +9
  • Damage Immunities fire and psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, stunned, unconscious
  • Senses blindsight 5 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 21
  • Languages understands Common and Deep Speech but doesn't speak
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus +6

Avoidance. If the warden is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Burrower. The warden can burrow through dirt, solid stone, and sculk without disturbing the material.

Destroyer. The warden deals quadruple damage to objects and structures.

Freedom of Movement. The warden ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Keen Senses. The warden has advantage on Wisdom (Perception) checks that rely on hearing or smell. Furthermore, the warden can hear telepathic communications within 60 feet of it as if they were spoken aloud.

Magic Resistance. The warden has advantage on saving throws against spells and other magical effects.

Relentless. If the warden takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Shambler. When it doesn't detect any creatures nearby, the warden's speed is halved.

Unyielding Essence. The warden is immune to any spell or effect that would alter its form, as well as those that would read its thoughts or magically influence its thoughts or behavior. Creatures that attempt to communicate telepathically with the warden or magically influence its actions or mind instead take 14 (4d6) psychic damage.

Actions

Multiattack. The warden makes two melee attacks.

Slam. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 30 magical bludgeoning damage. The warden can forgo this damage to instead grapple the target (escape DC 20).

Sonic Boom (Recharge 5–6). The warden unleashes a sonic boom in a line that is 5 feet wide and 60 feet long. Each creature and object in the area takes (DC 20 Constitution save for half). On a failed save, a creature is also pushed up to 20 feet away from the warden, knocked prone, and deafened until the end of the warden's next turn.

Bonus Actions

Destroy. The warden makes a slam attack against an object or structure.

Sniff. The warden makes a Wisdom (Perception) check using its sense of smell.

Reactions

Immovable. When the warden is subjected to an effect that would move it, knock it prone, or both, the warden is neither moved nor knocked prone.



Ender Dragon

Gargantuan dragon, lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 507 (26d20 + 234)
  • Speed 60 ft., burrow 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 29 (+9) 30 (+10) 24 (+7) 25 (+7)

  • Saving Throws Dex +10, Con +17, Wis +15, Cha +15
  • Skills Arcana +18, History +18, Intimidation +15, Perception +15
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force, psychic
  • Condition Immunities charmed, frightened, paralyzed, petrified
  • Senses truesight 120 ft., passive Perception 25
  • Languages understands all but doesn't speak, telepathy 1 mile
  • Challenge 26 (90,000 XP, or 180,000 XP as a mythic encounter)
  • Proficiency Bonus +8

Draconic Might. The dragon's weapon attacks are magical and deal quadruple damage to objects and structures. When she hits a target with a melee attack, if the attack roll meets or exceeds the target's passive Strength (Athletics) score, the dragon can push it up to 10 feet away, or 20 feet away if her mythic trait is active.

Innate Psionics. The dragon's spellcasting ability is Intelligence (spell save DC 26). She can cast the following spells using psionics, requiring no components:

At will: locate creature, mirage arcane, reverse gravity
2/day each: dream*, scrying*, slow
1/day each: dominate person, forcecage, time stop

*The target needn't be on the same plane of existence as the dragon.

Tunneler. The dragon can burrow through any nonmagical material and leaves a 15-foot-diameter tunnel in her wake. She can also move through creatures and magical objects as if they were difficult terrain, but she takes 5 (1d10) necrotic damage if she ends her turn inside of an object.

Actions

Multiattack. The dragon makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The dragon can have only one creature grappled in this way at a time.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Breath Weapon (Recharge 5–6). The dragon exhales psychic energy in a 300-foot cone. Each creature and object in that area takes 77 (11d12) damage (DC 25 saving throw for half; see below), with the damage type, save type, and determined by the option she chooses below.
 The dragon can't use the same option twice in a row.

  • Blinding Breath. The breath does radiant damage, and the save type is Constitution. On a failed save, a creature is also blinded until the end of its next turn.
  • Disorienting Breath. The breath does psychic damage, and the save type is Intelligence. The area is then infused with psychic dissonance for 1 minute; creatures other than the dragon that end their turn in the area must subtract a d6 from each of their attack rolls, ability checks, and saving throws until the end of their next turn.
  • Gravity Breath. The breath does force damage, and the save type is Strength. Until the end of the dragon's next turn, the entire area is affected by a reverse gravity spell, except that the dragon can orient gravity in any direction.

Bonus Actions

Psychic Step. The dragon uses psionics to teleport to an unoccupied space it can see within 30 feet of her.

Telekinetic Slide. The dragon uses psionics to telekinetically one creature of her choice up to 30 feet in a horizontal direction of her choice (DC 26 Strength save for half distance).

Legendary Features

Psychic Cleanse. At the start of each of her turns, the dragon gains 10 temporary hit points and can end one condition on herself, provided the dragon has at least 1 hit point.

Legendary Actions. The dragon can take 3 legendary actions each round, choosing from the options below.

  • Wild Talent. The dragon uses Psychic Step or Telekinetic Slide.
  • Tail. The dragon makes a tail attack.
  • Innate Psionics (Costs 2 Actions). The dragon uses her Innate Psionics.

Mythic Features

Shockwave (Mythic Trait; Once Per Rest). If the dragon would be reduced to 0 hit points, she instead resets to maximum hit points, and she can end any spells of her choice on herself. She then releases a huge roar that disrupts gravity in a 1 mile radius, causing an earthquake spell (spell save DC 26) to ravage the area for 1 minute (no concentration required).

Mythic Actions. If the dragon's mythic trait has been activated within the last hour, she can use the options below as legendary actions.

  • Potent Psionics. The dragon uses Psychic Step or Telekinetic Slide, and the distance teleported or moved by them is doubled.
  • Psionic Mastery. The dragon regains one use of one of her spells.
  • Tail Sweep. The dragon makes a tail attack against each creature of her choice within 20 feet of her.