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.
Camouflage. Drake can take the Hide action as a bonus action if it is in natural surroundings, such as forests or caves.
Charm (1/day). Drake can use its charming presence to influence a creature. The target must succeed on a DC 11 Wisdom saving throw or be charmed by the drake for 1 hour. While charmed, the target regards the drake as a friendly acquaintance.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Tail Sweep. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 2) bludgering damage. Target must succeed a DC10 Strength check or be pushed back 10 ft.
Acid Spit (5 round recharge). Creature spits a ball of corrosive acid in a 15 ftcone. Each creature in that area must make a DC12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.
Evasion. If drake is subjected to an effect that allows it to make a Dexterity saving throw to take half damage on a success, it takes no damage on a success.
Description
This drake is flavored after an amber(?) dragon, is a mischievous and playful creature with a knack for stealth and trickery. It utilizes its climbing abilities and acid attacks to ambush foes, while also possessing a charm ability reminiscent of its dragon inspiration
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