Pact Drake

Small dragon, Lawful Neutral

Armor Class

14 (natural armor)

Hit Points

45 (8d6+24)

Speed

walk 40 ft., fly 60 ft.

Saves

Dex +4, Wis +6

Skills

Insight +8, Investigation +5, Perception +6

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

psychic, radiant

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft., truesight 60 ft.

Challenge

1

Binding Witness

Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.

Sense Falsehood

The drake knows if it hears a lie.

Innate Spellcasting

Pact's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only somantic components: • At will: detect magic • 3/Day each: arcane eye, clairvoyance, scrying

Actions

Multiattack

The pact drake makes two attacks. one with its bite and one with its claw.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Enforced Diplomacy (Recharge 5-6)

The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

Punish Transgressor

The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.