Hold Breath. The Death Drake can hold its breath for 1 hour.
Two-Headed. The Death Drake has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Wakeful. While the Death Drake sleeps, at least one of its heads is awake.
Multiattack. Each Drake head makes three attacks. Either it's Acid Shot ability and two claw attacks, or one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage.On hit, the target must succeed on a DC 14 Constitution save, or be coated in the Drake's saliva. They will be vulnerable to acid damage until the saliva is washed off.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) slashing damage.
Acid Shot (Recharge 5-6). One of the drake heads shoots a bolt of green energy that blossoms into a 5-foot radius sphere centered on that point. Each creature must make a DC 14 Dexterity saving throw, taking 15 (5d6) acid damage on a failed save or half as much on a successful one
Description
A chimeric monstrosity born from fowl magic between a black guard drake and a death dog. Malicious spellcasters generally use them as guards or sentries. The saliva of these beasts is highly acidic and causes anything coated in it to be susceptible to acid damage.
Previous Versions
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