Ambusher. The drake has advantage on attack rolls against a creature it surprised.
Poisoning Resistance. The drake has advantage on saving throws against being poisoned.
Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead.
Multiattack. The drake makes three melee attacks or two ranged attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 5 (1d10) acid damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Acid Spit. Ranged Weapon Attack: +4 to hit, range 20/50 ft., one target. Hit: 19 (3d12) acid damage and the target must make a DC 16 Constitution saving throw or have their Armor Class decreased by 2, or by 1 on a successful save. If the target has it's AC decreased to -2 less than its max AC and is wearing armor, the creature's armor gets a permanent -1 penalty. If the creature's armor gets a -5 penalty, it is destroyed by acid and cannot be repaired normally.
Description
Acid-spitter drakes are draconic creatures that stalk dense woodlands, forests, and misty swamps. They are known as aggressive ambush predators that have the magical ability to spit decaying acid at their prey and potential opponents.
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