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5ead/monsters/md/tome_of_beasts_2/kelp-drake.md
2025-06-07 07:58:30 -05:00

2.2 KiB

Kelp Drake

Medium Dragon neutral evil

  • Armor Class: 15 (natural armor)
  • Hit Points: 60 (8d8+24)
  • Speed: swim 50 ft. walk 20 ft.
  • Challenge Rating: 3 (700 XP)
  • Source: Tome of Beasts 2, page 227
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0)
  • Skills: athletics +6, perception +3, stealth +4
  • Senses: darkvision 60 ft., passive Perception 13
  • Languages: Draconic

Special Abilities

  • Aggressive: As a bonus action, the drake can move up to its speed toward a hostile creature that it can see.
  • Limited Amphibiousness: The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation.

Actions

  • 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.
  • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
  • 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.
  • 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).