33 lines
2.2 KiB
Markdown
33 lines
2.2 KiB
Markdown
# Kelp Drake
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*Medium* *Dragon* *neutral evil*
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- **Armor Class:** 15 (natural armor)
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- **Hit Points:** 60 (8d8+24)
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- **Speed:** swim 50 ft. walk 20 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** Tome of Beasts 2, page 227
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 18 (+4) | 14 (+2) | 16 (+3) | 7 (-2) | 12 (+1) | 10 (+0) |
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- **Skills:** athletics +6, perception +3, stealth +4
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- **Senses:** darkvision 60 ft., passive Perception 13
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- **Languages:** Draconic
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### Special Abilities
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- **Aggressive:** As a bonus action, the drake can move up to its speed toward a hostile creature that it can see.
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- **Limited Amphibiousness:** The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation.
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### Actions
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- **Multiattack:** The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target.
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- **Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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- **Claw:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
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- **Deathroll:** The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water.
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- **Binding Bile (Recharge 6):** The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage).
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