Camouflage: The drake has advantage on all Stealth checks while underwater.
Death Throes: If the drake is reduced to 0 hit points, it explodes in a cascade of magical energy. All creatures within 10 ft. of the drake must make a DC 12 DEX saving throw, taking 11 2d10 force damage, or half as much on a success. Creatures of the dragon type 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 the creature and isn't incapacitated.
Water Breathing: The drake can only breathe underwater.
Multiattack: The drake makes two bite attacks.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 2d4+2 piercing damage, and a creature must make a DC 12 CON saving throw or take an additional 2 1d4 poison damage.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!