Tree Walk: The drake's movement speed is doubled wile moving through trees.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Necrotic Blast (Recharge 5–6). The dragon exhales an necrotic breath attack in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Corrupted Forest Drake Lair
A corrupted forest drake will find a large tree and corrupt it. The tree will turn black, split and bloom open creating a ground level nest. The top of the tree will reach out to the nearby plants an begin to corrupt the forest around them.
The drake uses this spread of corruption to commune with the plant life in and around it's lair making it easier to detect communing intruders.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- A miasma fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- The nest tree can swing a tree limb at a creature within 25 feet of the base of the tree dealing 10 (3d6) bludgeoning damage on a successful hit (+5)
- Entangling vines sprout in a 20 foot radius from a point within 90 feet of the nest tree. A creature in the area must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends (DC17). A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
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