Alehouse Drake
Tiny dragon, chaotic neutral
Armor Class
13
Hit Points
65 (10d4 + 40)
Speed
40 ft., fly 80 ft.
STR
7 (-2)
DEX
16 (+3)
CON
19 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
Condition Immunities
paralyzed, unconscious
Senses
darkvision 60 ft., passive Perception 11
Saving Throws
Dex +5
Skills
Deception +5, Insight +3, Persuasion +5
Languages
Common, Draconic
Challenge
1/2 (100 XP)
Innate Spellcasting. The drake’s innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
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At will: friends, vicious mockery
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5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter
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3/day each: confusion, invisibility
Forgetful Spellcasting. When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Breath Weapon (Recharge 5-6). An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds.
Discombobulating Touch. An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.