297
System Reference Document 5.2.1
Half-Dragon
Half-Dragon
Medium Dragon, Neutral
AC 18  Initiative +5 (15)
HP 105 (14d8 + 42)
Speed 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 19 +4 +4 Dex 14 +2 +5 Con 16 +3 +3
Int 10 +0 +0 WIS 15 +2 +5 Cha 14 +2 +2
Skills Athletics +7 , Perception +5, Stealth +5
Resistances Damage type chosen for the Draconic Origin 
trait below
Senses Blindsight 10 ft., Darkvision 60 ft.; 
Passive Perception 15
Languages Common, Draconic
CR 5 (XP 1,800; PB +3)
Traits
Draconic Origin. The half-dragon is related to a type 
of dragon associated with one of the following damage 
types (GM’s choice): Acid, Cold, Fire, Lightning, or Poi-
son. This choice affects other aspects of the stat block.
Actions
Multiattack. The half-dragon makes two Claw attacks.
Claw. Melee Attack Roll: +7 , reach 10 ft. Hit: 6 (1d4 
+ 4) Slashing damage plus 7 (2d6) damage of the type 
chosen for the Draconic Origin trait.
Dragon’s Breath (Recharge 5–6). Dexterity Saving 
Throw: DC 14, each creature in a 30-foot Cone. Failure: 
28 (8d6) damage of the type chosen for the Draconic 
Origin trait. Success: Half damage.
Bonus Actions
Leap. The half-dragon jumps up to 30 feet by spending 
10 feet of movement.
Harpy
Harpy
Medium Monstrosity, Chaotic Evil
AC 11  Initiative +1 (11)
HP 38 (7d8 + 7)
Speed 20 ft., Fly 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 12 +1 +1 Dex 13 +1 +1 Con 12 +1 +1
Int 7 −2 −2 WIS 10 +0 +0 Cha 13 +1 +1
Senses Passive Perception 10
Languages Common
CR 1 (XP 200; PB +2)
Actions
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) 
Slashing damage.
Luring Song. The harpy sings a magical melody, which 
lasts until the harpy’s Concentration ends on it. Wisdom 
Saving Throw: DC 11, each Humanoid and Giant in a 
300-foot Emanation originating from the harpy when 
the song starts. Failure: The target has the Charmed 
condition until the song ends and repeats the save at 
the end of each of its turns. While Charmed, the target 
has the Incapacitated condition and ignores the Luring 
Song of other harpies. If the target is more than 5 feet 
from the harpy, the target moves on its turn toward the 
harpy by the most direct route, trying to get within 5 
feet of the harpy. It doesn’t avoid Opportunity Attacks; 
however, before moving into damaging terrain (such 
as lava or a pit) and whenever it takes damage from a 
source other than the harpy, the target repeats the save. 
Success: The target is immune to this harpy’s Luring 
Song for 24 hours.
Hell Hound
Hell Hound
Medium Fiend, Lawful Evil
AC 15  Initiative +1 (11)
HP 58 (9d8 + 18)
Speed 50 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 12 +1 +1 Con 14 +2 +2
Int 6 −2 −2 WIS 13 +1 +1 Cha 6 −2 −2
Skills Perception +5
Immunities Fire
Senses Darkvision 60 ft.; Passive Perception 15
Languages Understands Infernal but can’t speak
CR 3 (XP 700; PB +2)
Traits
Pack Tactics. The hound has Advantage on an attack 
roll against a creature if at least one of the hound’s al-
lies is within 5 feet of the creature and the ally doesn’t 
have the Incapacitated condition.
Actions
Multiattack. The hound makes two Bite attacks.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) 
Piercing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: 
DC 12, each creature in a 15-foot Cone. Failure: 17 
(5d6) Fire damage. Success: Half damage.