Tiny Dragon, Chaotic Neutral
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., Swim 15 ft.
STR
5 (-3)
DEX
12 (+1)
CON
6 (-2)
INT
13 (+1)
WIS
8 (-1)
CHA
12 (+1)
Skills Acrobatics +4, Athletics +2
Damage Resistances Radiant, Thunder
Condition Immunities Restrained
Senses Darkvision, Passive Perception 14
Languages Common, Draconic Can understand, but not speak
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits
Amphibious. The drake can breathe air and water.
Slippery. The drake doesn't provoke an opportunity attack when it moves out of an enemy's reach.
Nightlight. The drake generates a powerful bioluminescence. The light can illuminate up to 10 feet with dim blue and green light.

Smooth. Its fine scales are so smooth and fine that they pass for skin. They are somewhat reflective.
Actions

Bite: Akantor delivers a quick bite with the many sharp teeth in his tiny mouth. Doesn't do much damage. He's very smol. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1D4) piercing damage.

Phosphor Breath. Akantor generates a corrosive gas that distorts light a little. Melee ranged Attack:  +4 to hit, reach 10 ft., one target. Hit: (1d8) poison damage.

Regenerate. When not actively taking damage or moving, Akantor can regain 2d4 health once per day.

Bonus Actions

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

Reactions

Flash. In response to being targeted by an attack, Akantor ignites its bioluminescent scales at full power for half a second. Anyone looking in its direction will be blinded for 1d4 turns. Once per long rest.

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

A newt-like drake with bioluminescent scales. A bit naughty. Gets into everything.

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.

NightmareRei

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