Drake, Alehouse

This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws.

Scaled Barflies. Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons’ emotions, driving crowds to ecstatic cheers or bloody bar fights.

Alehouse drakes make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab.

Relentless Gossips. Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and often trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but usually only to secure a comfortable spot in their chosen tavern.

Family Heirlooms. Alehouse drakes are one to two feet long on average and weigh about eighteen lb. with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years—some are quite beloved by innkeeping families, and treated bit like family heirlooms.

Alehouse Drake

Tiny dragon, chaotic neutral
Armor Class 13
Hit Points 65 (10d4 + 40)
Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 19 (+4) 11 (+0) 12 (+1) 16 (+3)

Saving Throws Dex +5
Skills Deception +5, Insight +3, Persuasion +5
Condition Immunities paralyzed, unconscious
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Challenge 1/2 (100 XP)

Innate Spellcasting. The drake’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: friends, vicious mockery
5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter
3/day each: confusion, invisibility

Forgetful Spellcasting. When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Breath Weapon (Recharge 5-6). An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds.

Discombobulating Touch. An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.

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