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Assassin Drake in Dungeons & Dragons 5e

Assassin Drake CR: 5

Medium dragon, unaligned
Armor Class: 14 (natural armor)
Hit Points: 65 10d8+20
Speed: 30 ft , fly: 40 ft

STR

12 +1

DEX

14 +2

CON

14 +2

INT

7 -2

WIS

15 +2

CHA

8 -1

Saving Throws: Dexterity +5
Skills: Acrobatics +5, Perception +5, Stealth +8
Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical weapons while in dim light or darkness
Damage Immunities: poison
Condition Immunities: poisoned
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands draconic, but cannot speak
Challenge Rating: 5

Assassinate. During its first turn, the drake has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the drake scores against a surprised creature is a critical hit.   Cunning Action. The drake can take the Dash, Disengage, or Hide actions as a bonus action.   Death Throes. When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 10 ft. of the drake must make a DC 13 Dexterity saving throw, taking 22 (5d8) force damage on a failure, or half as much on a success. Drakes and other dragons are always considered vulnerable to this damage, even if they would otherwise be resistant or immune.   Evasion. If the drake is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drake instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.   One with Shadows. The drake is treated as invisible when in areas of dim light or darkness, and can only be illuminated by sunlight while in such areas.  

Actions

Multiattack The drake makes one claw attack and one tail sting attack.   Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) piercing damage.   Tail Sting Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 14 Constitution saving throw or take 13 (3d8) poison damage and become poisoned for 1 minute.

Reactions

Leave no Trace. If the drake would be incapacitated or paralyzed, it can use a reaction to reduce itself to 0 hp before it is affected by that condition.


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