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<title>Drake, Riptide</title>
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<h1>Drake, Riptide</h1>
<p><em>Large</em> <em>Dragon</em> <em>lawful evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 231 (22d10+110)</li>
<li><strong>Speed:</strong> walk 20 ft. swim 60 ft.</li>
<li><strong>Challenge Rating:</strong> 11 (7,200 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 3, page 155</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>22 (+6)</td>
<td>9 (-1)</td>
<td>20 (+5)</td>
<td>11 (+0)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +3</li>
<li><strong>Skills:</strong> perception +3</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Condition Immunities:</strong> paralyzed, poisoned, unconscious</li>
<li><strong>Senses:</strong> blindsight 120', darkvision 60', passive Perception 17</li>
<li><strong>Languages:</strong> Aquan, Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> Can breathe air and water.</li>
<li><strong>Echolocation:</strong> Can't use its blindsight while deafened or out of water.</li>
<li><strong>Underwater Camouflage:</strong> Advantage: Dex (Stealth) underwater.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> Three Sonic Pulses or one Bite and two Slams.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage.</li>
<li><strong>Sonic Pulse:</strong> Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater.</li>
<li><strong>Buffeting Blast (Recharge 5-6):</strong> Exhales powerful stream of water in 60' line × 5 ft. wide. Each creature in line: 38 (7d10) bludgeoning damage and becomes disoriented for 1 min (DC 17 Dex half damage not disoriented). When a disoriented creature moves it moves in a random direction. It can re-save at end of each of its turns success ends effect on itself.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Manipulate Currents:</strong> While underwater changes water flow within 60' of it. Chooses one of below which lasts until start of its next turn.A 20' cube of rushing water forms on a point drake can see in the water. The cube's space is difficult terrain and a creature that starts its turn swimming in the area must make DC 17 Str save or be pushed out of the cube directly away from drake.The current shoots in a 60' long 10 ft. wide line from drake in a direction it chooses. Each creature in area: pushed up to 15 ft. away from drake in a direction following the line (DC 17 Str negates).The drake takes the Dash action.</li>
</ul>
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