This is going to be the first boss for my upcoming campaign. I have 7 5th level players, and this fight is meant to challenge them quite a bit. There will also be a down leveled mage (Challenge rating 4) and at least 2 regular quagoths.
The story is that this quagoth found a dying dryad and consumed her heart, this made him a sorcerer as well as giving him some druid magic. Then the cult of the dragon found him and made him a half dragon. If the players don’t kill him I plan on making him an NPC later on.
I would like to know if this monster is ready to be thrown at my players. If it is too overpowered or underpowered at its current challenge rating. And what I can do to fix any balancing problems found in the stats of this monster.
Half-dragon Quaggoth Thonot (5th level sorcerer)
Armor Class: 18 (permanent Barkskin, Dragonic resilience, ring of protection)
Hit points: 70 (10d8+3)
Str (16; +3) Dex (12; +1) Con (16; +3) Int (8; -1) Wis (16; +3) Cha (16; +3)
Saving Throws: Str +6, Con +6
Senses: Treill has blindsight out to 10 ft, and darkvision out to 180 ft.
Wounded Fury. While he has 20 hit points or fewer, Treill has advantage on attack rolls. In addition, he deals an extra 7 (2d6) damage to any target he hits with a melee attack.
Meta magic. 5 sorcery points:
Twined spell, distant spell.
Multiattack. The quaggoth makes two claw attacks.
Claw Attack. Melee Weapon Attack: + 5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage, puls 4 (1d8) fire damge, and 7 (1d8+3) fire damge to second target. (Only one calaw attack per turn may use green flame balde).
Lighting breath Recharge (5-6). Treill can use his action to exhale destructive energy. Each creature in a 5 by 30 ft. line must make a Dexterity saving throw or take 24 (7d6) lighting damage, or half as much on a successful save.
Spellcasting. Treill is a 5th level caster, his casting ability is Charisma. DC 14, +6 to hit with spell attacks.
Cantrips (at will) firebolt, sword burst, poison spray, predestination, Toll the Dead, Green flame blade.
1st level (4 slots): Cormatic orb, magic missile, shield.
2nd level (3 slots): Invisibility, spider climb.
3rd level (2 slots) Lighting bolt, Hast.
Innate spellcasting Thonot DC 14. +6 to hit.
At will : Mage hand, Feather fall.
1/day Cure wounds, enlarge/reduce, heat metal, mirror image.
Magic initiate (druid) DC 14, +6 to hit with spell attacks.
Cantrips: Thorn whip, druidcraft
1/day: healing word