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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Alehouse Drake/

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.

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