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. Magic Resistance The drake has advantage on saving throws against spells and magical effects. Poor Eyesight The drake has disadvantage on sight-based perception checks that do not benefit from its tremorsense.
Bite melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d8+3 piercing damage. Focused Beam (Recharge 5-6) The drake uses its wings as magnifying lenses to create a searing beam of light 5 ft. wide and 30 ft. long. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, the creature takes 14 4d6 fire damage and is blinded until the end of its next turn. On a success, the creature takes half as much damage and is not blinded.