Crimson Drake

Tiny Dragon, chaotic evil

Armor Class 14 (natural armor)

Hit Points 54 (12d4+24)

Speed fly +80, walk +15

Challenge 1

STR
10
+0
DEX
14
+2
CON
14
+2
INT
8
-1
WIS
9
-1
CHA
14
+2

Saving Throws dex +4

Skills acrobatics +4, perception +1

Damage Immunities fire

Condition Immunities paralyzed, unconscious

Senses darkvision 60 ft., passive Perception 11

Languages Common, Draconic, telepathy 60 ft.

Special Abilities

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.

Source: Tome of Beasts · OGL/Open