Crimson Drake
Crimson Drake
Tiny dragon, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 54 (12d4+24)
- Speed 15 ft., fly 80 ft.
- STR
10 (+0) - DEX
14 (+2) - CON
14 (+2) - INT
8 (-1) - WIS
9 (-1) - CHA
14 (+2)
- Saving Throws Dex +4
- Skills Acrobatics +4, Perception +1
- Damage Immunities fire
- Condition Immunities paralyzed, unconscious
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Draconic, telepathy 60 ft.
- Challenge 1 (200 XP)
- Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The crimson drake makes one bite attack and one stinger attack.
- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.
- Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.
- Breath Weapon (Recharge 6). The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.