Fearless. The drake has advantage on any saving throw against any spell or effect that might result in it being frightened.
Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) poison damage.
Poison Breath (Recharge 5–6). The packleader exhales poisonous gas at an opponent directly in front of it. The creature must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Vicious Assault. When reduced to half hit points or fewer, the packleader can immediately makes 2 bite attacks at disadvantage as a reaction.
Description
A packleader is the most powerful ambush drake in a given group and can grow as large as a horse. Because a packleader earns its position only by killing the previous packleader, it bears the scars of numerous duels.
Previous Versions
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9/9/2023 6:33:14 AM
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Coming Soon
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