Cloud Camouflage. The drake has advantage on Stealth (Dexterity) checks while in cloudy, super high-up, terrain.
Multiattack. The drake makes three melee attacks, only one of which can be with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d8+4) piercing damage plus 1 acid damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d6+4) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 18 (2d10+4) bludgeoning damage plus 1 lightning damage.
Rogue Shriek (Recharge 4-6). The drake unleashes a terrifying shriek before turning invisible until the end of the next round. When the drake shrieks, all creatures within 25 feet of it must succeed on a DC 14 (DC 15 if the creature is flying) Constitution saving throw, taking 7 (2d6) thunder damage and be frightened until the end of the drake's next turn on a failed save, or half as much damage and not be frightened on a success.
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