Alehouse Drake

Tiny Dragon, chaotic neutral

Armor Class 13

Hit Points 65 (10d4+40)

Speed fly +80, walk +40

Challenge 1/2

STR
7
-2
DEX
16
+3
CON
19
+4
INT
11
+0
WIS
12
+1
CHA
16
+3

Saving Throws dex +5

Skills insight +3, deception +5, persuasion +5

Condition Immunities paralyzed, unconscious

Senses darkvision 60 ft., passive Perception 11

Languages Common, Draconic

Special Abilities

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.

Source: Tome of Beasts · OGL/Open