Crimson Drake

Tiny dragon, Chaotic Evil

Armor Class

14 (natural armor)

Hit Points

54 (12d4+24)

Speed

walk 15 ft., fly 80 ft.

Saves

Dex +4

Skills

Acrobatics +4, Perception +1

Damage Immunities

fire

Condition Immunities

paralyzed, unconscious

Senses

darkvision 60 ft.

Languages

Common, Draconic, telepathy 60 ft.

Challenge

1

Magic Resistance

The drake has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The crimson drake makes one bite attack and one stinger attack.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.

Stinger

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.

Breath Weapon (Recharge 6)

The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.