16 (natural armor)
75 (10d8+30)
walk 30 ft., fly 60 ft., swim 60 ft.
Medicine +6, Persuasion +4
fire
poison
poisoned
darkvision 60 ft., truesight 10 ft.
Common, Draconic, Primordial
3
The bathhouse drake can breathe air and water.
The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.
The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: create or destroy water, misty step, prestidigitation • 3/Day each: control water, fog cloud, gaseous form, lesser restoration
The bathhouse drake makes three melee attacks. one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) fire damage.
The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.