Medium Dragon, Neutral
Armor Class 14 Natural Armor
Hit Points 28 (4d6 + 8)
Speed 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +4, DEX +4
Damage Resistances Poison
Senses Passive Perception 14
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Sprint. this creaturecan move up to 60 ft in medium terrain.

Restful Stride. As this creature walks any characters or creatures it is carryingmay take a short rest.

Decent Ride. This creaturecan carry up to 3 medium creatures and side saddle bags.

Surprise Attack. If the drake surprises a creature and hits it with an attack made when it is within 5 ft of an ally creature, the target takes an extra 1d8 damage from the attack.

 


 

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., two targets. Hit: 1d4 + 1 bludgeoning damage.

Poison Spit. Ranged Attack: +2 to hit, reach 20/50 ft cone., Hit: 2d4 creatures must make a constitution saving through on a hit, on a failed save the creature takes 1d6 damage at the beginning of their next turn, on a success the creature has disadvantage on attackrolles for 1 turn.

Reactions

Evade Attack. As a reaction this creature can make a Dexterity saving through, if the saving roll is higher than the attack roll this creature takes half damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These creatures struggleare mostly gentle to those around them but if you force it to do something it feels unfair or possibly self endangering it will last out.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Swamp

TheDraygone

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