Chromatic Physiology. Roll a d10. The result determines the drake's special attack type and has immunity to that damage.
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Poison
9-10: Acid
Elemental Cloak. Any creature who comes within 5 feet of the drake for the first time on their turn or begins their turn within 5 feet of it takes 2d6 damage of the drake's elemental type.
Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated
Multiattack. The drake attacks twice, once with its bite and once with its tail
Bite. Melee weapon attack: +6 to hit, reach 5ft., one target.
Hit: 7 (1d8+3) piercing damage
Tail. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 7 (1d8+3) bludgeoning damage
Breath Weapon (Recharge 5-6). The drake exhales a cloud of energy corresponding to its type. All creatures within a 15 ft. cone must succeed on a DC 14 saving throw (DEX for fire, acid, and lightning, CON for poison and cold), taking 3d6 damage on a failed save, or half as much damage on a successful one.
Description
Darkvision 60 ft.
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