16 (studded leather armor, shield)
112 (15d8+45)
walk 30 ft.
Str +7, Dex +5, Con +6
Athletics +10, Intimidation +5
fire
blindsight 10 ft., darkvision 60 ft.
any one language (usually Common), Draconic
5
The half-dragon has advantage on saving throws against being frightened.
A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack).
The half-dragon makes three melee attacks or two ranged attacks.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.