Pack Tactics. The bone drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 ft of the creature and the ally isn't incapacitated.
Multiattack. The bone drake makes 2 attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 +3) bludgeoning damage and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature poisoned this way has their speed halved and cannot take reactions.
Description
Often found hanging to the ceilings of dark caves, these risen creatures serve much the same purpose as their living counterparts in guarding and scouting important areas. They travel in packs and are masters of using their numbers to overwhelm and confuse their enemies.
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