Drake, Crater

Family: Drake

Small dragon, neutral evil

Armor Class 17 (natural armor)
Hit Points 187 (25d6 + 100)
Speed 30 ft., fly 70 ft.

20 (+5) 10 (+0) 19 (+4) 10 (+0) 17 (+3) 10 (+0)

Saving Throws Con +8
Skills Perception +7, Survival +7
Damage Resistances acid, force
Damage Immunities poison
Condition Immunities paralyzed, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 11 (7,200 XP)

Special Traits

  • Bizarre Internal Anatomy. Critical hits against the drake become normal hits.
  • Magical Emission. The crater drake emits warped magic. A creature that starts its turn within 5 feet of the drake must succeed on a DC 16 Constitution saving throw or take 5 (1d10) poison damage and be poisoned until the start of its next turn.


  • Multiattack. The drake makes one bite and two claw attacks.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 17 (5d6) poison damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
  • Warping Breath (Recharge 5-6). The drake exhales body-warping magical energy in a 60?foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more develops tumors across its body. A creature with tumors has disadvantage on attack rolls and ability checks that use Strength or Dexterity. These tumors last until cured by a greater restoration spell or similar magic.


Flecks of unnatural luminescence dot the hide of this small dragon. Plants slowly wilt in its shadow, and even insects give it a wide berth.

Crater drakes live in inhospitable badlands and thrive in areas where hostile magic lingers.

Decaying Presence. The presence of a crater drake has a profoundly negative impact on its environment. Stunted or dead vegetation and pools of toxic water surround a crater drake’s lair.

Prone to Mutation. The twisted magic of their homelands infuses the crater drakes, promoting diversity in the species. Two drakes, even those hatched from the same clutch, rarely have identical biology. They continue to mutate as they age, and it isn’t unusual for a crater drake to develop new abilities through these mutations.

Treasure Eaters. Crater drakes keep their treasure hoards in the safest place they know: their gullets. Opening the stomach of a dead crater drake reveals fused piles of metals studded with precious gems and the occasional magical trinket.

Survivor. The crater drake doesn’t require food or water.

Crater Drake Mutations

Mutation is common among crater drakes. If you want to make a crater drake that is unique from typical crater drakes, roll a d6 or choose a mutation from the following:

  1. Tail Sweep. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Dexterity saving throw or be knocked prone. The drake can use this in place of one claw attack when using its Multiattack action.
  2. Immunity to Acid. The drake has immunity, rather than resistance, to acid damage.
  3. Steel Hide. The drake’s hide is tougher than most drakes. Its Armor Class increases by 2.
  4. Caustic Bite. Instead of poison damage, the drake’s bite deals an extra 17 (5d6) acid damage.
  5. Burrower. The drake’s wings are stunted and useless. It doesn’t have a flying speed, but it has a burrowing speed of 30 feet.
  6. Survivor’s Fortitude. If damage reduces the drake to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the drake drops to 1 hp instead.
Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page