Alehouse Drake
Alehouse Drake
Tiny dragon, chaotic neutral
- Armor Class 13 ()
- Hit Points 65 (10d4+40)
- Speed 40 ft., fly 80 ft.
- STR
7 (-2) - DEX
16 (+3) - CON
19 (+4) - INT
11 (+0) - WIS
12 (+1) - CHA
16 (+3)
- Saving Throws Dex +5
- Skills Deception +5, Insight +3, Persuasion +5
- Condition Immunities paralyzed, unconscious
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Draconic
- Challenge 1/2 (100 XP)
- Innate Spellcasting. the drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
at will: friends, vicious mockery
5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter
3/day each: confusion, invisibility - Forgetful Spellcasting. When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.
Actions
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
- Breath Weapon (Recharge 5-6). An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds.
- Discombobulating Touch. An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.