Deep Drake
Deep Drake
Large dragon, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 150 (20d10+40)
- Speed 50 ft., climb 30 ft., fly 100 ft.
- STR
21 (+5) - DEX
19 (+4) - CON
14 (+2) - INT
11 (+0) - WIS
14 (+2) - CHA
12 (+1)
- Saving Throws Dex +8, Con +6
- Skills Athletics +9, Insight +6, Perception +6
- Damage Immunities necrotic
- Condition Immunities paralyzed, unconscious
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Darakhul, Draconic, Undercommon
- Challenge 9 (5,000 XP)
- Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack. The drake makes one bite attack, two claw attacks, and one stinger attack.
- Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
- Claw. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.
- Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.
- Breath Weapon (Recharge 5-6). A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.