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:

  • At will: friends, vicious mockery

  • 5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter

  • 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.

tiny
dragon
cr1/2
tome-of-beasts