Drakes of Holy Akregia A list of the various drakes conjured by clerics and paladins of the Akregian Church of Dragons, as well as those that populate the wilderness around the empire.

Drakes While the dragonborn legions are a powerful military force, some goals require a certain specialization that is simply unavailable to a six-foot-seven soldier clad in steel plate. For these purposes, the church utilizes a ritual to conjure drakes from the ethereal realm. These rituals are said to have been passed down to the first priests by the Dragon of War herself, and are a closely guarded secret. Manifold Forms. All species of drake share some common characteristics, such as having two legs and two wings, but the details are as varied as the tasks they are conjured to accomplish. Divine Gifts. Drakes are conjured as fully-formed adults, and do not grow old. They do have a limited lifespan, but this is merely an effect of the limited duration of the conjuring ritual. A drake will live for almost exactly twenty years before the magic that formed them fails, and they are returned to the ether in a violent burst of energy. Explosive Expiration. Drakes that are approaching their 20th year are stabled separately, as the sudden discharge of magic can cause other nearby drakes to also dematerialize, even those who are not reaching the end of their span. common physical traits reptilian/draconic anatomy

forelegs double as wings, used for walking/flying

fights with teeth and claws, sometimes tails in larger specimens spacing Conjure Drake 2nd-level conjuration (cleric, paladin) Casting Time: 1 hour (ritual)

1 hour (ritual) Range: 30 feet

30 feet Components: V, S, M (coins, gems, and other valuables worth at least 1,000 gp per level of spell slot)

V, S, M (coins, gems, and other valuables worth at least 1,000 gp per level of spell slot) Duration: Concentration, up to 1 hour (see below) You conjure a dragon of CR 2 or lower from the elements to fulfill a particular goal. As part of the summoning, you must dictate a specific task for the conjured creature to accomplish, such as delivering a message to a particular person, protecting a place or object, or hunting down and retrieving/killing a target creature. The DM has the statistics for the chosen creature. The dragon acts on your initiative in combat and follows any commands you give it, so long as they are spoken in a language it understands (typically draconic). The dragon remains for 1 hour, until the task you give it is accomplished, or until it is reduced to 0 hp, at which point its spirit is violently returned to its original plane and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the challenge rating increases by 1 for each slot level above 2nd. If you cast this spell using a spell slot of 7th level or higher, the spell's duration becomes twenty years or until the drake is killed, and after one hour of concentration the dragon is freed from your control and acts of its own accord, though it may still regard you as an ally depending on your previous treatment of it.

Paladin Subclass: Oath of the Wyrm The Oath of the Wyrm is a dedication to uphold the Dragon Gods' authority and, by extension, that of the Church of Akregia. Often called dragon knights (or drakonauts in the eastern territories), these paladins specialize in mounted combat and act as ambassadors and representatives of the Church as well as elite soldiers. Tenets of the Wyrm Though the details vary from temple to temple, the Oath of the Wyrm has carried the same weight since the founding of the Church itself, and the paladin is always sworn to some iteration of these tenets. Duty and Obedience. The Church speaks with the authority of the Dragons themselves, and is to be heeded in all things. Companions in War. Even Saint Doriah herself could not stand alone against an army; your allies are your greatest strength. Cleanse with Fire. Not all problems can be solved with words. When conflict must be had, let it be final, and let new growth spring up from the scorched earth you leave in your wake. Oath Spells You gain oath spells at the paladin level listed. Oath of the Wyrm Spells Paladin Level Spells 3rd feather fall, guiding bolt 5th aid, enhance ability 9th fear, protection from energy 13th guardian of faith, freedom of movement 17th commune, conjure volley Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Breath Weapon. As an action, you imbue your breath with the power of the elements. Choose either fire or lightning. For one minute, you can use a bonus action to exhale energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. Fearful Presence. As an action, you force all creatures of your choice within 30 ft. of you that can see you to make a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can make the saving throw again at the end of each of its turns, ending the effect on a success. If a creature succeeds on a saving throw against this effect, you cannot affect it with this ability for 24 hours. Bonus Proficiencies Also at 3rd level, your training as a representative of the Church grants you additional skills. You gain proficiency in Animal Handling if you do not already have it, as well as one Charisma-based skill of your choice. * Companion of War At 7th level, the Dragons have granted you a draconic companion. The drake obeys your commands as best it can. It acts on your initiative in combat, and has all the statistics of a guard drake (VGM p. 158). If this drake dies, it can be replaced by performing a one-hour ritual in any consecrated space. At 18th level, your drake companion undergoes a divine metamorphosis and transforms into a war drake (detailed later in this document). Aura of Resistance Starting at 15th level, you and friendly creatures within 10 feet of you gain resistance to acid, cold, fire, and lightning damage. At 18th level, the range of this aura increases to 30 ft. Draconic Majesty At 20th level, you can become an avatar of draconic might, cloaked in fire and lightning. You are Death to your enemies and Salvation to your allies. For 1 minute, you gain the following benefits: You and your drake each gain resistance to all damage, as well as advantage on all saving throws. Additionally, when you or your drake hit a creature with a weapon attack, the attack deals an extra 2d6 fire damage and 2d6 lightning damage.

All enemies of your choice within 60 feet of you must make a Wisdom saving throw at the beginning of each of their turns. On a failure, they are frightened of you until the beginning of their next turn.

You and all allies of your choice within 60 ft. of you gain 10 temporary hp at the beginning of each of their turns. Once you use this feature, you can't use it again until you finish a long rest.

Assassin Drake You just barely notice the outline of a long serpentine form in the shadows. Smooth, matte black scales seem to blend in perfectly with the darkness of the alley, as if the creature itself is partly made of shadow. It shifts its weight, and you catch sight of a snakelike tail tipped with a cruel stinger. Without warning, the creature is suddenly flying towards you at incredible speed, When the Church has a problem that the usual politics cannot remove, they turn to the Black Hands, the assassin-inquisitors of the Dragon of Dreams. One of Ravor-Tua's favorite tools is the assassin drake. Invisible in the Shadows. Assassin drakes exist partially as creatures of shadow, which allows them to virtually vanish under all but the brightest light. Their preferred tactic is to study the target and learn their routines, possibly for days at a time, then strike from the shadows when the victim is alone and unaware. Deadly Efficiency. When an assassin drake moves in on its mark, one strike is more than sufficient. With its lightning-fast flight and a debilitating venom in its scorpion-like tail, few foes are capable of surviving to strike back. Dead Drakes Tell no Tales. Even these great beasts are not immune to the compulsions of powerful interrogators; to avoid a situation where the drake may be forced to divulge its masters' identities, it can will itself to die, causing a powerful explosion of magical energy, eliminating all traces of the drake's presence and potentially the assassin's target in one fell swoop. visuals Feline stature, like a panther or jaguar.

Stinger on tail a la scorpion or manticore

matte black scales Assassin Drake Medium dragon, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 12 (+1) 15 (+2) 8 (-1) Skills Acrobatics +5, Perception +5, Stealth +8

Acrobatics +5, Perception +5, Stealth +8 Saving Throws Dex +5

Dex +5 Damage Resistance bludgeoning, piercing, and slashing damage from nonmagical weapons while in dim light or darkness

bludgeoning, piercing, and slashing damage from nonmagical weapons while in dim light or darkness Damage immunities poison

poison Condition Immunities poisoned

poisoned Senses Darkvision 60 ft., passive Perception 15

Darkvision 60 ft., passive Perception 15 Languages Understands draconic, but cannot speak

Understands draconic, but cannot speak Challenge 5 (1,800 XP) Assassinate. During its first turn, the drake has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the drake scores against a surprised creature is a critical hit. Cunning Action. The drake can take the Dash, Disengage, or Hide actions as a bonus action. Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 10 ft. of the drake must make a DC 13 Dexterity saving throw, taking 22 (5d8) force damage on a failure, or half as much on a success. Drakes and other dragons are always considered vulnerable to this damage, even if they would otherwise be resistant or immune. Evasion. If the drake is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drake instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Leave no Trace. If the drake would be incapacitated or paralyzed, it can use a reaction to reduce itself to 0 hp before it is affected by that condition. One with Shadows. The drake is treated as invisible when in areas of dim light or darkness, and can only be illuminated by sunlight while in such areas. Actions Multiattack. The drake makes one claw attack and one tail sting attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) piercing damage. Tail Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 14 Constitution saving throw or take 13 (3d8) poison damage and become poisoned for 1 minute.

spacing Carrier Drake Tiny dragon, unaligned Armor Class 15

15 Hit Points 14 (4d4+4)

14 (4d4+4) Speed 15ft., fly 90 ft. STR DEX CON INT WIS CHA 3 (-4) 20 (+5) 12 (+1) 12 (+1) 12 (+1) 10 (+0) Skills. Acrobatics +5, Stealth +7

Acrobatics +5, Stealth +7 Saving Throws. Dexterity +7

Dexterity +7 Damage Resistances. bludgeoning, piercing, and slashing from nonmagical weapon attacks.

bludgeoning, piercing, and slashing from nonmagical weapon attacks. Senses Darkvision 60 ft., passive Perception 11

Darkvision 60 ft., passive Perception 11 Languages Draconic, plus one language spoken by its summoner

Draconic, plus one language spoken by its summoner Challenge 1/4 (50 XP) Mimicry. The drake can memorize up to one minute of speech and can repeat it back flawlessly, even mimicking the speaker's voice. The drake can only retain one memorization at a time, even if their combined lengths are under one minute. Superior Invisibility. As a bonus action, the drake can turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. Evasion. If the drake is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drake instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1 piercing damage. Carrier Drake Carrier drakes are the messengers of choice within and between high-ranking members of the Church, as their incredible speed and knack for evading danger ensure a timely arrival. Flawless Mimicry. Though they are incapable of carrying anything larger than a coin or small trinket, these drakes can memorize and repeat even the most long-winded messages flawlessly and even imitate the voice from which they heard the message. Hidden Informants. Carrier drakes can become invisible at will, and typically do so when travelling through dangerous territory or when subterfuge is required. This, combined with their mimicry, makes them ideal as spies for the Church, whether among enemy cults or suspicious families. visuals cross between house cat and songbird

bright colors



Churchyard Drake Any sizeable city is bound to accrue a sizeable graveyard, and graveyards are ripe for the picking for any cultist, graverobber, or necromancer. To prevent unwanted guests, the church utilizes graveyard drakes, massive creatures that can sense the presence of foul magics. A graveyard drake, also called a Grimm, stands ten feet high at the shoulder, and has a wingspan of over twenty feet. Hallowed Protectors. A churchyard drake is bound by the summoning ritual to a specific graveyard, and cannot be made to leave, even by magical force. They have a keen awareness of everything within their territory, particularly the presence of necromancy and the undead. They have the innate ability to supress necromantic spells in their vicinity, much to the dismay of many a would-be graverobbing necromancer. Slayers of the Dead. Churchyard drakes hold a primal hatred for the undead. When a churchyard drake encounters an undead creature, it will immediately attempt to attack and devour it to the exclusion of all else. Final Judgment. It is believed that a creature slain by a churchyard drake is purged of its evil, allowing its soul to bypass the 999 years of purgatory typically reserved for unclean individuals, even those who were victims of undeath or demon worship. It is not unheard of for desparate individuals who are on death's door to journey to the nearest graveyard and provoke the churchyard drake into killing them. visuals head like a black vulture

wing scales look like feathers

spacing Churchyard Drake Large dragon, unaligned Armor Class 16 (natural armor)

16 (natural armor) Hit Points 85 (10d10 + 30)

85 (10d10 + 30) Speed 30 f., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 9 (-1) Skills. Athletics +8, Perception +5

Athletics +8, Perception +5 Saving Throws. WIS +5, CON +7

WIS +5, CON +7 Damage Resistances. bludgeoning, piercing, and slashing from nonmagical weapon attacks

bludgeoning, piercing, and slashing from nonmagical weapon attacks Damage Immunities. necrotic, poison

necrotic, poison Condition Immunities frightened, poisoned

frightened, poisoned Senses Darkvision 60 ft., passive Perception 15

Darkvision 60 ft., passive Perception 15 Languages Understands draconic, but cannot speak

Understands draconic, but cannot speak Challenge 7 (2,900 XP) Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 15 ft. of the drake must make a DC 15 Dexterity saving throw, taking 27 (5d10) force damage on a failure, or half as much on a success. Dragons and undead creatures are always considered vulnerable to this damage, even if they would otherwise be resistant or immune. Deny Necromancy. The drake always knows when a necromancy spell is being cast within 60 ft. of it, and can counter the spell (as the counterspell spell) as a reaction if it can see the spell being cast. Its spellcasting ability is considered to be Wisdom (+1) for this purpose. Keen Smell. The drake has advantage on all Perception checks that rely on smell. Undead's Bane. When the drake hits an undead cresture with a weapon attack, the attack deals an extra die of the weapon's damage type. Actions Multiattack. The drake makes two melee attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 26 (4d10 + 4) piercing damage and the target is grappled (escape DC 16). The drake can only have one creature grappled like this at a time, and cannot make bite attacks while it has a creature grappled.

Companion Drake Small dragon, unaligned Armor Class 14

14 Hit Points 27 (6d6 + 6)

27 (6d6 + 6) Speed 30ft., fly 30 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 14 (+2) 16 (+3) 14 (+2) 10 (+0) Skills Arcana +7, History +7, Medicine +7,

Arcana +7, History +7, Medicine +7, Nature +7, Religion +7

Saving Throws INT +5

INT +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapon attacks

bludgeoning, piercing, and slashing from nonmagical weapon attacks Senses Darkvision 60 ft., passive Perception 12

Darkvision 60 ft., passive Perception 12 Languages Draconic, plus all languages spoken by its summoner

Draconic, plus all languages spoken by its summoner Challenge 1/2 (100 XP) Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 10 ft. of the drake must make a DC 12 Dexterity saving throw, taking 9 (2d8) force damage on a failure, or half as much on a success. Drakes and other dragons are always considered vulnerable to this damage, even if they would otherwise be resistant or immune. Excellent Teacher. The drake can teach a skill or language that it is proficient with to another creature in half the normal amount of time (this does not affect the gp cost). Actions Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) * spacing Companion Drake In exchange for a sizeable donation to the Church, a wealthy noble family can procure one of these creatures to educate their children in the ways of court manners, history, and even the many languages of the empire. These drakes are often referred to as the Children of Sirion, as the patron saint of teachers is said to have bestowed the first companion drake upon the son of then-emperor Constantius the First. Lifelong Companions. A companion drake is traditionally conjured and appointed to a child on their tenth birthday, to remain in their service for life. In some rare cases, a companion drake can be passed on to a younger sibling if the drake has enough remaining years left to raise the second child as well. Fierce Protectors. In addition to education, these drakes serve as a bodyguard to their charge, protecting it from the many dangers they may face in the trecherous world of courtly nobility. Far fiercer than any guard dog and with a mind for tactics, companion drakes are loyal to the death in defending their pupils. visuals terrier dog (size and stature)

intelligent expression



Forest Drake Before you stands an elk-sized drake; its posture is tall and broad, almost as much like an ape as a lizard. Much of its emerald-scaled hide is covered in forest lichen, and flowering ivy hangs from its branch-like antlers. Forest Drakes are among the few species of drakes that are brought into existence directly by the Dragon Gods themselves, rather than by the akregian clergy. They serve to protect forested areas that are sacred, such as ancient battlegrounds or places of worship. Visuals stands like a gorilla very front-heavy with muscular forelegs

back legs are hooved

antlers are oak branches spacing Forest Drake Large dragon, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 60 (8d8 + 16)

60 (8d8 + 16) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 7 (-1) 10 (+0) 18 (+4) Skills stealth +4, survival +5

stealth +4, survival +5 Resistances bludgeoning, piercing, and slashing damage from nonmagical weapon attacks.

bludgeoning, piercing, and slashing damage from nonmagical weapon attacks. Senses passive Perception 13

passive Perception 13 Languages understands draconic, but cannot speak

understands draconic, but cannot speak Challenge 5 (1,800 XP) Charge. If the drake moves at least 20 ft. directly towards a creature and then hits it with a ram attack in the same turn, the target takes an extra 7 (2d6) damage and must make a DC 15 Strength saving throw or be knocked prone. Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 15 ft. of the drake must make a DC 12 Dexterity saving throw, taking 10 (3d6) force damage on a failure, or half as much on a success. Drakes and other dragons are always considered vulnerable to this damage, even if they would otherwise be resistant or immune. Natural Camoflage. The drake has advantage on Stealth checks if it is at least partially obscured by plants or other natural phenomena such as rainfall. Natural Hunter. The drake has advantage on survival checks made to track creatures in or through its territory, and its speed is not affected by nonmagical rough terrain. Actions Multiattack. The drake makes two melee attacks. Kick. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Ram. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d6 + 5) piercing damage. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

spacing Glass Drake Medium dragon, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 78(12d8 + 28)

78(12d8 + 28) Speed 30ft., burrow 60 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 7 (-2) 13 (+1) 10 (+0) Skills Perception + 3, Stealth +4

Perception + 3, Stealth +4 Vulnerabilities bludgeoning

bludgeoning Resistances piercing and slashing from nonmagical weapons

piercing and slashing from nonmagical weapons Senses tremorsense 60 ft., passive Perception 13

tremorsense 60 ft., passive Perception 13 Languages Understands draconic, but cannot speak

Understands draconic, but cannot speak Challenge 4 (1,100 XP) Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 15 ft. of the drake must make a DC 12 Dexterity saving throw, taking 10 (3d6) force damage on a failure, or half as much on a success. Drakes and other dragons are always considered vulnerable to this damage, even if they would otherwise be resistant or immune. Magic Resistance. The drake has advantage on saving throws against spells and magical effects. Poor Eyesight. The drake has disadvantage on sight-based perception checks that do not benefit from its tremorsense. Actions Bite. melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Focused Beam (Recharge 5-6). The drake uses its wings as magnifying lenses to create a searing beam of light 5 ft. wide and 30 ft. long. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, the creature takes 14 (4d6) fire damage and is blinded until the end of its next turn. On a success, the creature takes half as much damage and is not blinded. Glass Drake Endemic to the sands of the Voiceless Wastes south of the empire, glass drakes are creaturs of unknown origin. Some scholars believe they are left over from the Ascension wars, used as shock troops of the draconic armies. Others believe the Church itself released them out into the desert to act as a buffer between the empire and the 'unenlightened' Seston States to the south. In any event, a glass drake will attack any creatures it comes across, with one unique exception: any person wearing the vestments or carrying a symbol of the Akregian Church, along with their friends and companions. Even more singular is the fact that these drakes are somehow able to discern between true worshippers and those who merely pretend. Magnifying Wings. While the glass drake's wings are not powerful enough to allow flight, they are quite useful for propelling themselves through the sand at high speeds. Additionally, by overlapping them and allowing the sunlight to shine through, the drake can use its wings like a lens to focus burning light onto its prey. Unknown Numbers. It is uncertain whether glass drakes are able to breed as other naturalized drakes are, or whether their numbers are limited. Certainly they are difficult enough to capture or communicate with, making it nearly impossible to conduct research into the issue. Poor Eyesight. According to legend, the first glass drake had scales covering her eyes that allowed her to see perfectly for miles, but they were stolen from her by Moriah the Obsure. Ever since, all glass drakes have suffered from terrible long-range vision. visuals crocadillian

stained glass?

wings like lenses

uses wings to burrow, not fly

beady black eyes?

Harbor Drake In the North Bay, the murky depths are home to schools of harbor drakes, bloodthirsty creatures that combine the deadliest traits of sharks and sea serpents. Harbor drakes live and travel in small pods of 5-15, though this number can vary greatly depending on the food sources available. Some estimates place the populations in and around the Capitol Harbor at nearly 25 to a pod. Serpentine Horrors. A harbor drake is a frightening visage to behold; a narrow reptilian head houses two full rows of needle-like teeth, trailed by a long, serpentine body that can grow to over two meters long. Their scaly hide is a bright azure blue when they hatch, though this color fades to a pale seafoam near the end of their lifespan. Their dorsal fins are as venomous as their teeth, though they lack the coordination to utilize them offensively. Bloodthirsty but Obedient. Harbor drakes are feral creatures that attack almost anything they think they can eat, but they respond to the draconic language as immediately as any other species of drake. Many an overboard sailor's life has been spared by knowing the draconic word for "friend." A basic understanding of some simple draconic phrases is considering essential learning for most akregian sailors. Life Finds a Way. Though the harbor drakes share the same conjured origin as the other species of drakes, their existence is one step removed from their cousins' existence of servitude. Their original purpose was to protect the North Bay from invaders and natural predators, but whether by some fluke of design or by external influence, harbor drakes have somehow gained the ability to breed and reproduce naturally, although their lifespan is still limited to 20 years and their deaths are just as explosively violent as other drakes'. visuals sea serpents

bright colors, like reef fish

teeth and spines

uses wings to swim, not fly * spacing Harbor Drake Small dragon, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 55 (10d6+20)

55 (10d6+20) Speed 10 ft., swim 60ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 10 (+0) Skills Acrobatics +5, Perception +3, Stealth +5

Acrobatics +5, Perception +3, Stealth +5 Saving Throws DEX +5

DEX +5 Vulnerabilities lightning

lightning Immunities poison

poison Condition Immunities paralyzed, poisoned, prone

paralyzed, poisoned, prone Senses Darkvision 60 ft., passive Perception 14

Darkvision 60 ft., passive Perception 14 Languages Understands draconic, but cannot speak

Understands draconic, but cannot speak Challenge 2 (450 XP) Camouflage. The drake has advantage on stealth checks while it is underwater. Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 10 ft. of the drake must make a DC 12 Dexterity saving throw, taking 10 (3d6) force damage on a failure, or half as much on a success. Drakes and other dragons are always considered vulnerable to this damage, even if they would otherwise be resistant or immune. Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 ft. of it and that ally is not incapacitated. Poisoned Spines. When a creature within 5 ft. of the drake hits it with a melee attack, it must make a DC 12 Dexterity saving throw or take 2 (1d4) poison damage. Water Breathing. The drake can only breathe underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4+2) piercing damage, and the target must make a DC 12 Constitution saving throw or take an additional 2 (1d4) poison damage. *