Tiny Dragon, Neutral Good
Armor Class 14 (natural armor)
Hit Points 12 (4d4 + 2)
Speed 15 ft., Fly 60 ft.
STR
6 (-2)
DEX
15 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +3, Stealth +4
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages Understands Common and Draconic but can't speak them
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Magic Resistance. The Booze Dragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The Booze Dragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

The Booze Dragon was a purposefully bred offshoot of the Soup Dragon line, they were made to be more easily domesticated so they could act as helpers in large scale kitchens for noble houses and royal kitchens, but something went wrong leading to these creatures obsession with alcohol. Now they have spread across the world some see them as pests, other's as connoisseurs. They are born fairly plain and they're appearance adapts widely from they're diet and preference of brewing. Some attach themselves to a spirit some are even more specific associating with a particular cocktail.

Tiny Brewery. Booze Dragons are proficient with Brewer's supplies, and the ones associated with a base spirit can often be found in barrels in which they produce said spirit and live in relative safety and shelter. Cocktail varieties often live in the walls and floors of taverns, inns, or bars.

(This stat block was inspired by the art of Stanley Morrison, credit goes to him.)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Intoxicating Venom.(1/Day) Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 10 Constitution saving throw on A failure the target becomes intoxicated from the Booze dragon's Venomous bite causing: Advantage on Charisma skill checks, Advantage on saving throws made against fear, Advantage on Charisma ability checks. as well as: Disadvantage on Wisdom and Dexterity saving throws, Disadvantage on Intelligence and Wisdom skill checks, And automatic failure  for saving throws against being knocked or falling prone for 1 hour.  If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Habitat: CoastalDesertForestHillMountainUrban

b2514

Comments

Posts Quoted:
Reply
Clear All Quotes