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

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.

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