This is going to be an early boss for my upcoming campaign. I have 7 5th-level player characters, and this fight is meant to challenge them quite a bit. There will also be a few minions.
The story is that this quaggoth 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.
Treill
Half-dragon Quaggoth Thonot (4th-level sorcerer)
Armor Class: 16 (permanent Barkskin)
Hit points: 48
Str (16; +3) Dex (12; +1) Con (16; +3) Int (8; -1) Wis (12; +1) Cha (14; +2)
Saving Throws: Str +6, Con +6
Senses: Treill has blindsight out to 10 ft, and darkvision out to 180 ft.
Challenge: 7
Wounded Fury. While he has 10 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.
Lightning resistance.
Multiattack. The quaggoth makes two claw attacks.
Claw Attack. Melee Weapon Attack: + 5 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 3) slashing damage.
Lightning breath Recharge (5-6). Treill can use his action to exhale destructive energy. Each creature in a in a 5 by 30 ft. line must make a Dexterity saving throw or take 24 (7d6) lightning damage, or half as much on a successful save.
Spellcasting. Treill is a 4th-level caster; his casting ability is Charisma. Spell save DC 13; +5 to hit with spell attacks.
Cantrips (at will) fire bolt, sword burst, poison spray, predestination, toll the dead.
1st level (3 slots): color spray, magic missile, shield.
2nd level (2 slots): invisibility, spider climb.
Innate spellcasting. Thonot DC 12. +4 to hit.
At will: mage hand, feather fall.
1/day: Cure wounds, enlarge/reduce, heat metal, mirror image.
Magic initiate (druid). DC 12, +4 to hit with spell attacks.
Cantrips: Thorn whip, druidcraft
1/day: healing word