Dracofiend (5e Creature)
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Huge fiend, any evil alignment
Saving Throws Dex +6
Legendary Resistance (3/Day). If the dracofiend fails a saving throw, it can choose to succeed instead.
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.
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.