Amphibious. The dragon can breathe air and water.
Sneak Attack (1/Turn). The dragon deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dragon that isn't incapacitated and the dragon doesn't have disadvantage on the attack roll.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Alter Shape. The dragon magically transforms into a rat, a raven, or a spy and retains its alignment, damage immunities, hit points, and Hit Dice, as well as its Intelligence, Wisdom, and Charisma scores. This transformation ends if the dragon is reduced to 0 hit points or if it uses another bonus action to end it.
Cunning Action. On each of its turns, the dragon can use a bonus action to take the Dash, Disengage, or Hide action.
Description
Rulers, nobles, merchants, guildmasters, and even dragons have been known to use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
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