Dracofiend (5e Creature)

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Huge fiend, any evil alignment

Armor Class 18 (natural armour)
Hit Points 460 (40d12 + 200)
Speed 30 ft., fly 60 ft., swim 25 ft.

22 (+6) 12 (+1) 20 (+5) 17 (+3) 14 (+2) 19 (+4)

Saving Throws Dex +6
Skills Perception +7
Damage Resistances acid
Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, frightened, paralysed, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Draconic, Infernal
Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the dracofiend fails a saving throw, it can choose to succeed instead.

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


Multiattack. The dracofiend makes three melee attacks: one with its bite and two with its claws. It may use its Frightful Presence in place of a bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) piercing damage and 19 (3d8 + 6) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage and 13 (2d6 + 6) necrotic damage.

Fiendish Blast (Recharge 5-6). The dracofiend exhales shadowy energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the dracofiend's choice that is within 120 feet of the dracofiend and aware of it must succeed on a DC 19 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 dracofiend's Frightful Presence for the next 24 hours.


The dracofiend 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 dracofiend regains spent legendary actions at the start of its turn.

Move. The dracofiend moves up to half its speed without provoking opportunity attacks.
Detect. The dracofiend makes a Wisdom (Perception) check.
Claw. The dracofiend makes one attack with its claws.

Dracofiends are powerful fiendish creatures that take on a draconic appearance. They use their vicious claws and horrifying fangs to tear apart their enemies, and like a dragon, a dracofiend can fire a blast of energy from its mouth. They rarely leave the Lower Planes, for most are imprisoned in extraplanar dungeons scattered throughout those planes.

Fiendish Nature. A dracofiend doesn't require air, food, drink, or sleep.

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