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 Lightning 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 lightning 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.
Lightning Shot (Recharge 5-6). One of the drake heads shoots a bolt of blue 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) lightning damage on a failed save or half as much on a successful one
Description
A chimeric monstrosity born from foul magic between a blue guard drake and a death dog. Malicious spellcasters generally use them as guards or sentries. The saliva of these beasts is highly conductive and causes anything coated in it to be susceptible to lightning damage.
Previous Versions
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