Night Fury (5e Creature)
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Night Fury
Large dragon, unaligned Armor Class 23 (natural armor (27 when flying))
Saving Throws Str +10, Dex +15, Con +11, Wis +11 Aerial Maneuvers. If when flying the night fury is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the night fury instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. The night fury also adds half its proficiency to its armor class when flying. Ambusher. In the first round of combat, the night fury has advantage on attack rolls against any creature it surprised. Dive Attack. If the night fury is flying and dives at least 30 feet straight toward a target and hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage and the target must make a DC 20 Strength saving throw or be knocked prone. Echolocation. The night fury can't use its blindsight while deafened. Flyby. The night fury doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Hearing and Sight. The night fury has advantage on Wisdom (Perception) checks that rely on hearing or sight. Nimble Escape. The night fury can take the Disengage or Hide action as a bonus action on each of its turns. Nocturnal Camouflage. The night fury has advantage on Dexterity (Stealth) checks made at night. Pounce. If the night fury moves at least 20 feet straight toward a creature and then hits it with a bite or claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the night fury can make one bite attack against it as a bonus action. Standing Leap. The night fury's long jump is up to 40 feet and its high jump is up to 10 feet, with or without a running start. Surprise Attack. If the night fury surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. ACTIONSMultiattack. The night fury makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Plasma Blast (Recharges 5-6) The night fury exhales a ball of concentrated plasma that 60 ft. in front of it, that explodes in a 30-ft radius. Each creature within that area must succeed a DC 20 Dexterity saving throw or take 50 (11d8) fire damage on a failed save or half as much damage on a successful one. If the target is an object or structure, the damage is doubled.
LEGENDARY ACTIONSThe night fury can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The night fury regains spent legendary actions at the start of its turn. Detect. The night fury makes a Wisdom (Perception) check. Claw Attack. The night fury makes a claw attack. Wing Attack (Costs 2 Actions). The night fury beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The night fury can then fly up to half its flying speed. |
Far and wide, where ever folks settle down in the wilderness, there is a name that is spoken in either hushed whispers or behind closed doors alone. This is spoken by either one of two individuals: either an elder scaring children into behaving or those who give credence to their tales; a horrified farmer, chared and covered in soot, rocking in the corner repeating the same two words over and over; night fury; night fury; night fury... Midnight Mayhem. Night furies are among, if not the fastest and most agile dragons of all time, able to break the sound barrier with ease. They easily dodge projectiles and can even outrun most other dragons. Much of the night fury’s aerial mobility comes from its smooth shape: night furies lack the horns and spines of other draconic creatures giving it less air resistance in flight. In addition, a night fury's tail fins act as a sort of rudder, essential for steering: if the fins or tail are damaged, the night fury will be grounded and completely unable to fly. Myserious Beasts. As they are so rare and appear to be solitary as no accounts of multiple night furies are proven to exists, much of their behavior is shrouded in enigmatic mystery. As stated earlier, so few have ever even seen a night fury, let alone studied one, but of those who have are legends. Those who do this find the night fury to in fact find their behavior to be less like that of a dragon and more like that of a predatory mammal; curious, observing things that are new; intelligent, easily mimicking actions they see; even playful, quick to chase after even the smallest of lights like a cat. Night furies are much more mammalian than other dragons, with emotional cues being much more expressive, and they have even been known to express creativity. Their mammalian resemblance is further proven with such behaviors as licking themselves and walking in a circle before lying down, like a cat, hanging upside down from trees and using echolocation, like a bat, and even a capability of understanding language, in the same way, one would expect of a dog. |
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