Magical Resistance. The Drake as advantage on saving throws against spells and other magical effects.
Multiattack. The Drake can make one Bite attack, One Claw attack, One Wing attack (2 per round)
Bite. Melee Weapon Attack: +3 to Hit, Reach 10ft, One Target, Hit: (2d6+2) Piercing Damage.
Claw. Melee Weapon Attack: +2 to Hit, Reach 5ft, One Target, Hit: (1d8 +1) Slashing Damage.
Wing-Claw. Melee Weapon Attack: +3 to Hit, Reach 10ft, One Target, (1d8 +1d4 +1) Piercing Damage. Plus (1d6) acid Damage on a failed DC 13 Constitution saving Throw and be Poison for 3 Rounds Target can make saving throw at start of each of their turn.
Blighted Breath. The Drake Exhales a corrupted cloud of necrotic energy in a 30 foot line that is 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking (2d10) Necrotic damage on a failed save or half as much on a successful save.
Enter the description for how legendary actions work for your monster here.
Enter the description for how mythic actions work for your monster here.
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.
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