Tiny Dragon, Neutral Good
Armor Class 13 (natural armor)
Hit Points 28 (2d4 + 5)
Speed 40 ft., Fly 40 ft.
STR
6 (-2)
DEX
15 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +4, WIS +3
Skills Stealth +4
Senses Darkvision 120 ft., Passive Perception 13
Languages Undersands Common and Draconic, but cant speak.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The coffee drake has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The coffee drake has advantage on saving throws against spells and other magical effects.

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

Coffee Break (Once per Long Rest). The coffee drake ingest a peculiar substance that it secretes. It and a creature it choices within 20ft of the Coffee Drake gains the benefits of the haste spell for 1 minute, without needing to concentrate on it. The effect ends early if the target leave the rang or the Coffee Drake takes damage.(This effect can only be activated with help from the Coffee Drake's Mug)

Variant: Familiar. The coffee drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the coffee drake senses as long as they are within 1 mile of each other. While the coffee drake is within 10 feet of its companion, if the coffee drake uses its Coffee Break trait, the companion shares the benefits of the coffee drake's Coffee Break trait, ending the effect early if they leave the range. At any time and for any reason, the coffee drake can end its service as a familiar, ending the telepathic bond.

Actions

 

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target becomes fidgety, and has disadvantage on all ability checks, attacks rolls and saving throws for the same duration, or until it takes damage or another creature uses an action to shake it back to its senses.

Description

The Aroma of coffee and spice surrounds a coffee drake, whose swept-back horns and stained mug define its silhouette. Its beaked snout vents steam at all times, its eyes glow when its angry.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2022 6:13:59 PM
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3
1
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12/1/2022 10:17:04 PM
24
3
2
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12/1/2022 10:26:32 PM
32
5
3
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Habitat: MountainUrban

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