Pact Drake

Small Dragon, lawful neutral

Armor Class 14 (natural armor)

Hit Points 45 (8d6+24)

Speed fly +60, walk +40

Challenge 1

STR
9
-1
DEX
14
+2
CON
17
+3
INT
17
+3
WIS
18
+4
CHA
20
+5

Saving Throws dex +4, wis +6

Skills insight +8, perception +6, investigation +5

Damage 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

Special Abilities

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. 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

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 · OGL/Open