Tail Spike Regrowth. The Naddar has fifty tail spikes. Used spikes regrow when the Nadda finishes a long rest. Empowered Breath. The Naddar's fire breath ignores resistance to fire damage.
Multiattack. The Naddar makes three attacks: one with its bite and two with its talons or three with its tail spikes.
Bite. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 9 (1D10 + 4) bludgeoning damage.
Talons. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 8 (1D8 + 4) slashing damage.
Tail Spike. Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. Hit: 8(1D8 + 4) piercing damage plus 4 (1D8) poison damage if the target is a Huge or smaller creature it must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn, while poisoned in the way the creature's speed decreases by 10ft to a minimum of 5 ft and the creature can't take bonus actions.
Firebreath. The Naddar breathes fire in a 40-foot line that is 5-ft wide, each creature in that line must succeed on a DC 14 Dexterity saving throw or take 18 (4D8) fire damage or half as much on a failed save the Naddar's attacks ignores resistance to fire damage.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!