Alehouse Drake

Tiny dragon, Chaotic Neutral

Armor Class

13

Hit Points

65 (10d4+40)

Speed

walk 40 ft., fly 80 ft.

Saves

Dex +5

Skills

Deception +5, Insight +3, Persuasion +5

Condition Immunities

paralyzed, unconscious

Senses

darkvision 60 ft.

Languages

Common, Draconic

Challenge

1/2

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.