Pact Drake

Creature Codex (3pp)

Tamaño
Pequeño
Tipo
dragon
Alineamiento
legal neutral
CA
14 (natural armor)
Puntos de golpe
45 (8d6+24)
Velocidad
walk 40 ft., fly 60 ft.
Salvaciones
Dex +4, Wis +6
Habilidades
Insight +8, Investigation +5, Perception +6
Resistencias
bludgeoning, piercing, slashing from nonmagical weapons
Inmunidades
psychic, radiant
Inmunidad a estados
charmed, frightened
Sentidos
darkvision 60 ft., truesight 60 ft.
Percepción pasiva
16
Desafío
1
FUE
9
−1
DES
14
+2
CON
17
+3
INT
17
+3
SAB
18
+4
CAR
20
+5

Rasgos

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

Acciones

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.

Conjuros

detect magic, arcane eye, clairvoyance, scrying

Otros datos

description