Tiny Dragon, Chaotic Neutral
Armor Class 13 Natural Armor
Hit Points 65 (3d6 + 3)
Speed 40 ft., Fly 80 ft.
STR
7 (-2)
DEX
16 (+3)
CON
19 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5
Skills Deception +8, Insight +6, Persuasion +8
Condition Immunities Paralyzed, Unconscious
Senses Passive Perception 11
Languages Common, Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Forgetful Spellcasting. When a creature fails an Intelligence,
Wisdom, or Charisma saving throw against a spell cast by an
alehouse drake, the creature immediately forgets the source of
the spellcasting.

Innate Spellcasting. The drake’s innate casting ability is
Charisma (spell save DC 13, +5 to hit with spell attacks). It
can innately cast the following spells, requiring no material
components:
At will: friends, vicious mockery
5/day each: calm emotions, dissonant whispers, ray of sickness,
hideous laughter
3/day each: confusion, invisibility 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage.

Breath Weapon (Recharge 5–6). An alehouse drake can burp a
cloud of intoxicating gas in a 15-foot cone. A creature caught
in the cloud becomes poisoned for 1 minute and must make a
successful DC 14 Constitution saving throw or become stunned
for 1d6 rounds.

Discombobulating Touch. An alehouse drake can make a touch
attack that grants its target +3 to Dexterity-based skill checks
and melee attacks but also induces confusion as per the spell.
This effect lasts for 1d4 rounds. A successful DC 13 Charisma
saving throw negates this effect.

 

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.

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.

Habitat: Urban

Sacha93

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