I didn’t feel quite done with my conversions of Harry Potter creatures into D&D 5e beasts, so I thought I’d throw up one more in the form of the fearsome Hungarian Horntail Harry Potter himself faced off with in the first task of The Triwizard Tournament. I do want to make a couple of notes about the design of this dragon as opposed to other dragons we see in Dungeons & Dragons. While it is a physically powerful creature it is much less of a threat than other dragons because the dragons of the Harry Potter universe are far less intelligent, they don’t have access to spells, and for the most part they’re just huge beasts. We see them defeated, subdued, and corralled throughout the books. That is not to say they can’t do some damage though. With that in mind I built the horntail to be a nasty piece of work capable of dealing out some serious damage.
Armor Class 18 (natural armor)
Hit Points 205 (12d20+75)
Speed 30 ft.,flying 100. ft,
Str 28 Dex 22 Con 30 Int 8 Wis 10 Cha 8
Saving Throws Strength +10, Constitution +11
Skills Athletics +10, Intimidation +8, Perception +7
Damage Immunities fire, poison, bludgeoning, piercing, and slashing damage from non-magical weapons.
Condition Immunities frightened
Senses darkvision, passive Perception 12
Challenge 10 (5,900 XP)
Keen Smell. The Hungarian horntail has advantage on Wisdom (Perception) checks made that rely on hearing or smell.
Legendary Resistance (3/day). If the Hungarian horntail fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Hungarian horntail has advantage on saving throws against spells and other magical effects.
Spiky Protrusions. When a creature makes a melee attack against the Hungarian horntail it automatically takes 10 (2d6+5) damage.
Bite. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: Target takes piercing 24 (2d12+5) damage
Tail. Melee Weapon Attack. +10 to hit, reach 20 ft., one target. Hit: target takes 22 (2d10+4) bludgeoning/piercing damage.
Fire Breath (Recharge 5-6). The Hungarian horntail exhales fire in a 50 ft. cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d8) fire damage on a failed save, or half as much on a successful one.