CR 10
Night fury
Large dragon, chaotic evil
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Armor class 18 (natural armor)
Hit points 70
Speed 30, 30ft claim 30ft swim 70 fly speed
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Str 18 (+4) dex 22 (+6) con 14 (+2) int 14 (+2) wis 16 (+3) chr 12 (+1)
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Saving throws str +8 dex +10 wis +7
Skills insight +7 Investigation +6 Perception +7 Stealth +14 History +6
Damage resistance fire, Lightning nonmagical bludgeoning, piercing and slashing
Damage vulnerability cold
Language-understands
Senses passive perception 17 darkvision 140ft blindsense 30ft
Challenge 10
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Night sky scales
While under the night sky the night fury has advantage on Stealth checks, if the night fury passes a stealth check while under the night sky it gains the benefits of the invisible Condition
Acute hearing
The night fury has advantage on perception checks that use hearing
Hold breath
The night fury can hold its breath for 15 minutes
Dive bomb
While flying downwards the night fury fly speed is doubled.
When the night fury makes a plasma blast attack after a dive bomb the attack gains an extra 1d8 damage dice
Flyby.
The night fury doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Plasma
When a creature with fire immunity takes fire damage from the night fury’s plasma blast they take damage as if they have fire resistance.
When a creature with fire resistance takes fire damage form the night fury’s plasma blast they take damage as if they have didn’t have fire resistance
Plasma recharge
After the night fury makes 6 attacks with it’s plasma blast it can not use any plasma blast for one turn
Fear of eels
When the night fury sees an eel it must make a dc 16 wisdom save with disadvantage or become frightened until it can pass the save at the end of its turn or until it can no longer see the eel
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Full power Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 2d10+6 fire damage.
On a hit or miss all creatures within 15ft of the target (including the target) must make a DC 18 dex save or take 2d10 fire damage. All non magic flammable objects that are not on someone’s person within 15ft of the target catch fire
Concussive Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 2d8+6 fire damage.
On a hit the target must make a dc 18 str save or be knocked prone
Stun Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 2d6+6 fire damage.
On a hit the target must make a dc 18 con save or be stun until the end of there next turn
Reflectly Plasma blast. Range weapon attack: +10 to hit, range 200ft., one target. Hit 1d8+6 fire damage.
If this attacks misses the target the night fury can reroll the attack with advantage at a different creature within 30ft of the target
bite. melee weapon attack: +8 to hit, reach 10ft., one target. Hit 1d10+4 piercing damage
Claw. melee weapon attack: +8 to hit, reach 10ft., one target. Hit 1d6+4 slashing damage.
Tail whip. melee weapon attack: +8 to hit, reach 10ft., one target. Hit 1d8+4 bludgeoning damage.
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Reaction
Wing shield
When a creature within 5ft of the night fury is targeted by an attack or if a creature within 5ft of the night fury has to make a str or dex save. The night fury can use it’s reaction to make the attack target the night fury or fail the save so the creature passes without taking damage