Charge If the drake moves at least 20 ft. directly towards a creature and then hits it with a ram attack in the same turn, the target takes an extra 7 (2d6) damage and must make a DC 15 Strength saving throw or be knocked prone. Death Throes When the drake is reduced to 0 hp, it explodes in a cascade of magical energy. All creatures within 15 ft. of the drake must make a DC 12 Dexterity saving throw, taking 10 (3d6) 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. Natural Camoflage The drake has advantage on Stealth checks if it is at least partially obscured by plants or other natural phenomena such as rainfall. Natural Hunter The drake has advantage on survival checks made to track creatures in or through its territory, and its speed is not affected by nonmagical rough terrain.
Multiattack The drake makes two melee attacks.
Kick Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Ram Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.