Pact Drake
Pact Drake
Small dragon, lawful neutral
- Armor Class 14 (natural armor)
- Hit Points 45 (8d6+24)
- Speed 40 ft., fly 60 ft.
- STR
9 (-1) - DEX
14 (+2) - CON
17 (+3) - INT
17 (+3) - WIS
18 (+4) - CHA
20 (+5)
- Saving Throws Dex +4, Wis +6
- Skills Insight +8, Investigation +5, Perception +6
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities psychic, radiant
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., truesight 60 ft., passive Perception 16
- Languages all
- Challenge 1 (200 XP)
- Binding Witness. Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.
- Sense Falsehood. The drake knows if it hears a lie.
- Innate Spellcasting. A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:
At will: detect magic
3/day each: arcane eye, clairvoyance, scrying
Actions
- Multiattack. The pact drake makes two attacks: one with its bite and one with its claw.
- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
- Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Enforced Diplomacy (Recharge 5-6). The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
- Punish Transgressor. The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.