Pact Drake

Creature Codex (3pp)

Size
Small
Type
dragon
Alignment
lawful neutral
AC
14 (natural armor)
Hit Points
45 (8d6+24)
Speed
walk 40 ft., fly 60 ft.
Saving Throws
Dex +4, Wis +6
Skills
Insight +8, Investigation +5, Perception +6
Resistances
bludgeoning, piercing, slashing from nonmagical weapons
Immunities
psychic, radiant
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., truesight 60 ft.
Passive Perception
16
Challenge
1
STR
9
−1
DEX
14
+2
CON
17
+3
INT
17
+3
WIS
18
+4
CHA
20
+5

Traits

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.

recharge

D5

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.

Spells

detect magic, arcane eye, clairvoyance, scrying

Other data

description