42 lines
2.2 KiB
Markdown
42 lines
2.2 KiB
Markdown
# Drake, Riptide
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*Large* *Dragon* *lawful evil*
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- **Armor Class:** 17 (natural armor)
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- **Hit Points:** 231 (22d10+110)
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- **Speed:** walk 20 ft. swim 60 ft.
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- **Challenge Rating:** 11 (7,200 XP)
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- **Source:** Tome of Beasts 3, page 155
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 22 (+6) | 9 (-1) | 20 (+5) | 11 (+0) | 16 (+3) | 10 (+0) |
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- **Saving Throws**: Dex +3
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- **Skills:** perception +3
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- **Damage Immunities:** poison
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- **Damage Resistances:** cold
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- **Condition Immunities:** paralyzed, poisoned, unconscious
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- **Senses:** blindsight 120', darkvision 60', passive Perception 17
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- **Languages:** Aquan, Draconic
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### Special Abilities
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- **Amphibious:** Can breathe air and water.
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- **Echolocation:** Can't use its blindsight while deafened or out of water.
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- **Underwater Camouflage:** Advantage: Dex (Stealth) underwater.
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### Actions
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- **Multiattack:** Three Sonic Pulses or one Bite and two Slams.
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- **Bite:** Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage.
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- **Slam:** Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage.
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- **Sonic Pulse:** Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater.
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- **Buffeting Blast (Recharge 5-6):** 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.
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### Bonus Actions
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- **Manipulate Currents:** 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.
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