Armor Class
17
(natural armor)
Hit Points
20
(3d10 + 5)
Speed
40 ft., Burrow 5 ft., Swim 30 ft.
STR
16
(+3)
DEX
12
(+1)
CON
15
(+2)
INT
8
(-1)
WIS
14
(+2)
CHA
8
(-1)
Saving Throws
DEX +4, WIS +5
Damage Immunities
Cold
Condition Immunities
Charmed
Senses
Darkvision 60 ft., Passive Perception 12
Languages
Common, Draconic, Dwarvish, Giant, Goblin, Orc
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
Phase. Ashcroft may use its action to enter the Ethereal Realm for up to 1 turn, once per encounter. While in the Ethereal Realm, Ashcroft cannot take actions or reactions. Ashcroft can move normally or use a bonus action to phase back into the Material Realm.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra (1d6) cold damage.
Comments