Tiny Dragon, Neutral Good
Armor Class 13
Hit Points 7 (2d4 + 2)
Speed 15 ft., Fly 60 ft.
STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 12
Languages Common, Draconic common draconic
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Senses. The coffee drake has advantage on Wisdom (Perception) checks that rely on sight, 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 gains the benefits of the haste spell for 1 minute, without needing to concentrate on it.

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 creature. 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.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

DANGEROUS CREATURES A distant cousin of the pseudodragon, coffee drakes are found in more tropical regions of the world where they enjoy a healthy diet of insects and fruits. They have evolved to develop a potent poison, that they excrete through their tongue when biting their enemies. They use it to stun bigger predators that are after them, and make their escape.

ACQUIRED TASTE Humans that first found these creatures have decided that tasting that poison would be a good idea. The surprising thing is that it was. Not at first, but through careful refinement, boiling the essence extracted from it, a unique drink can be created That drink is all the rage amongst the nobility.

GIFT GIVEN To excrate the secretions from the drake requires a friendship with said drake, indeed killing the creature only results in a guilty conscience and a rotten brew. These drakes are smart creature, and can form bonds of friendship, only if they do so can the essence be obtained by their friend.

common, adventuring gear (potion)
This brew is darkly colored bitter, slightly acidic and has a stimulating effect in humanoids. To create it one must carefully infuse a coffee drake's glandular secretion in warm water. The resulting drink is very prized amongst the nobility, despite some unpleasant side effects.

Drinking this brew allows you to ignore the effects of fatigue for a time. For the next 4 hours you can temporarily remove 1 level of exhaustion, which comes back at the end of the duration. In addition, for the duration you gain a +1 bonus to initiative rolls and Dexterity saving throws. You can only gain the benefit of one brew per day, consuming more doesn't grant any benefits, although you are under the impression that it does.

 

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.

TwinkWizardBoy

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