Brave. The half-dragon has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack).
Multiattack. The half-dragon makes three melee attacks or two ranged attacks.
Spear. 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.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 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.
Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Parry. The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon.