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Traits

Illumination

As a Bonus Action, the drake can produce dim light in a 15 ft radius, or bright light in a 15 ft radius and dim light for an additional 15 ft radius. The drake can end this effect as a Bonus Action.

Prickly Pines

If a creature successfully hits the drake with a melee attack, the creature takes 4 (1d8) piercing damage.

Legendary Resistance (3/Day, or 4/Day in Lair)

If the drake fails a saving throw, it can choose to succeed instead.

Spellcasting

Spellcasting

The drake casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks):

At Will:

Color Spray, Detect Magic, Faerie Fire

1e/day:

Hypnotic Pattern, Major Image, Plant Growth

Actions

Multiattack

The drake makes three Rend attacks. It can replace one attack with a use of (A) Incandescent Breath or (B) Spellcasting to cast Colour Spray.

Rend

Melee Attack Roll: +9, reach 10 ft. Hit: 13 (2d8 + 4) Slashing damage plus 7 (2d6) Radiant damage.

Incandescent Breath (Recharge 5–6)

Dexterity Saving Throw: DC 19, each creature in a 90 ft long, 5 ft wide Line. Failure: 55 (10d10) Radiant damage. Success: Half damage.

Legendary Actions

Bright Tail Lash

Strength Saving Throw: DC 17, a creature the drake can see within 15 ft. Failure: 10 (3d6) Radiant damage, and the target is knocked Prone.

Pounce

The drake moves up to half its Speed, and it makes one Rend attack.

Twinkling Lights

The drake uses Spellcasting to cast Faerie Fire.