Sneak Attack. Buzz can deal extra damage equal to their sneak attack on one attack per turn if they have advantage on the attack roll.
Chaotic Trait. When Buzz transforms into their Drake form roll a d12 for an extra trait gained.
- The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage.
- The drake has a burrowing speed of 5 feet and resistance to lightning damage.
- The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
- The drake has climbing speed of 30 feet and resistance to fire damage.
- The drake has a burrowing speed of 5 feet, a climbing speed of 30 feet, and resistance to cold damage.
- The Drake gains an extra action Cold Breath (Recharge 5-6). The drake exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC (spell save DC) Constitution saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one. The damage increases by 1d8 when you reach levels 13 (3d8), 18 (4d8), and 22 (5d8).
- The Drake gains an extra action Paralyzing Breath. The drake exhales paralyzing gas in a 10-foot cone. Each creature in that area must succeed on a DC (spell save DC - 2) Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The Drake gains an extra action Fire Breath (Recharge 5-6). The drake exhales an flaming blast in a 15-foot cone. Each creature in that area must make a DC (spell save DC) Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. The damage increases by 1d8 when you reach levels 13 (3d8), 18 (4d8), and 22 (5d8).
- The Drake gains an extra action Lightning Breath (Recharge 5-6). The drake exhales an lighting bolt in a 20-foot line. Each creature in that area must make a DC (spell save DC) Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one. The damage increases by 1d8 when you reach levels 13 (3d8), 18 (4d8), and 22 (5d8).
- The drake gains an extra bonus action Wing Flap (3 per day). The drake hops up to 30 feet away.
- The drake gains the ability to cast Toll the Dead.
- The drake gains the ability to use spell slots as a reaction to deal extra d10s of necrotic damage equal to the spell level.
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Shade Maw (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and an extra 11 (2d10) necrotic damage. The target must make a Constitution saving throw DC equal Buzz's spell save DC. On a fail the target is grappled and restrained by their own shadow.
Previous Versions
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1/20/2025 8:01:33 PM
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Coming Soon
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