Armor Crash. If the drake moves at least 20 feet straight toward a target and then takes the Curl Up action on the same turn, the target must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone if they are a medium or smaller creature.
Verdigris Saliva. The drake's acidic saliva aids them in eating metals. Any nonmagical armor made of metal hit by the armor drake's Bite attack, corrodes. After getting hit, the armor takes a permanent and cumulative −1 penalty to AC. If its penalty drops to −5, the Armor is destroyed. Nonmagical metal chewed on is similarly destroyed.
Multiattack. The drake makes one Bite attack and one Claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus (1d4) acid damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Curl Up. The drake curls up into an armored ball. Until it emerges, it gains a +4 bonus to AC. While curled up, the drake is prone, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
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