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Pact Drake 2014

CR 1 dragon

Small dragon, lawful neutral


Armor Class
14 (natural armor)
Hit Points
45 (8d6+24)
Speed
40 ft., fly 60 ft.

STR9 (-1)
DEX14 (+2)
CON17 (+3)
INT17 (+3)
WIS18 (+4)
CHA20 (+5)

Saving Throws
Dexterity +4, Wisdom +6
Skills
Insight +8, Investigation +5, Perception +6
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
psychic, radiant
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., truesight 60 ft., passive Perception 16
Languages
all
Challenge
1 (200 XP) · Proficiency Bonus +2

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.

Innate Spellcasting.

A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components: At will: detect magic 3/day each: arcane eye, clairvoyance, scrying

Sense Falsehood.

The drake knows if it hears a lie.

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.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details