| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | +3 |
| DEX | 18 | +4 | +12 |
| CON | 16 | +3 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | +2 |
| WIS | 10 | +0 | +2 |
| CHA | 6 | −2 | +0 |
Pack Tactics
The Bat Drake has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the target creature and isn’t incapacitated ( normal flanking still applies)
Amphibious.The Bat Drake can breathe air and water
Born to the wind. The Bat Drake can sleep while flying
Spell-casting
Cantrips (at will): blessing of the Raven Queen can be applied to its self or to a creature within 5ft
living extension
The Drake accent as an extension of the player character and uses the player characters, proficiency bonus, and shares, saving throws and proficiency’s
Eyes of the Controller
The bad Drake share his senses with his controller and screen relay visual and auditory information without requiring an action or bonus action
Silent Drop
Once per short rest as a bonus action, the Drake can discreetly drop a portion or poison into a drink within 30 feet roll one D4 for effects severity
Aerial Acrobatics.
As a reaction when targeted by a projectile or Malay attack rule 2D 10 is rolled odds player character takes full damage if rolled even player takes half damage if rolled a 20 all damages negated once per turn
Advanced Rules :if the Drake is reduced to zero HP, the player character takes one D6 of psychic damage and loses access to certain abilities until a short rest.At higher levels, 10+ it may evolve into a mythic form with new traits of the DM‘s discretion.
Bite:
Melee Weapon Attack: +7 to hit, reach 5 fr one target. Hit: (2d8-2) piercing damage plus (1d6) poison damage
Languages:
Common, Draconic, Primordial / with handler psychic link
Silent drop: once per short rest you can attempt to discretely drop a potion or poison into an unattended drink or with the target distracted and must be within 30 feet. Dex +2 to attempt
Roll 1d4:
- 1: failure - noticed, no effect
- 2: suspicious- effect applies, but target has advantage on saving throw
- 3: success - effect applies, normal save
- 4: critical- effect applies, target has disadvantage on save
Aerial acrobatics: if a an enemy Roll a successful attack with any projectile or melee attack as a reaction roll 2 d10 if rolled odds take the damage if successfully rolled evens take half damage if total rolled equals 20 negate all damage.
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 Action Name. 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
BAT DRAKE
at Drakes live almost their entire lives on the wind, they are born, sleep, eat, and drink. Based around coastal regions, they live in packs. where the females migrate once a year to find new packs to mate with. Despite their appearance, Bat Drakes are extremely intelligent and will often form deals with traders
and settlers of the area to allow them to pass unharmed, and even to allow them to be used as mounts and companions.
Though this is rare and they only respect the strongest of warriors. Some communities even hunt Bat Drakes as a right of passage. Their poisonous glands are a valued commodity. often used to coat weapons.
These creatures have no true legs and thus slither on the ground, their pseudo legs are used to help them climb. These extremely agile drakes are piscivores that mainly hunt at night, their packs are large and their territorial tendencies mean that only those they allow can pass through their wide swaths of territory which can stretch hundreds if not thousands of miles. They protect their fellow pack mates and especially their young with a zealousness almost unseen by other drakes. Other traits that set them apart from other drakes are their willingness to abide by pack laws, a Bat Drake's whose loyalty has been earned is near unbreakable.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/30/2025 5:51:01 AM
|
1
|
1
|
5e
|
Coming Soon
|
Comments