Riptide Drake

Family: Drake

Large dragon, lawful evil

Armor Class 17 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (–1) 20 (+5) 11 (+0) 16 (+3) 10 (+0)

Saving Throws Dex +3
Skills Athletics +10, Perception +7, Survival +7
Damage Resistances cold
Damage Immunities poison
Condition Immunities paralyzed, poisoned, unconscious
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 17
Languages Aquan, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Amphibious. The riptide drake can breathe air and water.
  • Echolocation. The riptide drake can’t use its blindsight while deafened or out of the water.
  • Underwater Camouflage. The riptide drake has advantage on Dexterity (Stealth) checks while underwater.

ACTIONS

  • Multiattack. The riptide drake makes three Sonic Pulse attacks or one Bite attack and two Slam attacks.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
  • Sonic Pulse. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) thunder damage. The riptide drake can use this action only while underwater.
  • Buffeting Blast (Recharge 5–6). The riptide drake exhales a powerful stream of water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 38 (7d10) bludgeoning damage and becomes disoriented for 1 minute. On a success, a creature takes half the damage and isn’t disoriented. When a disoriented creature moves, it moves in a random direction. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

  • Manipulate Currents. While underwater, the riptide drake can change the flow of water within 60 feet of it. It can choose one of the following effects, which lasts until the start of its next turn. A 20-foot cube of rushing water forms on a point the 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 succeed on a DC 17 Strength saving throw or be pushed out of the cube directly away from the riptide drake. The current shoots in a 60-foot-long, 10-foot-wide line from the drake in a direction it chooses. Each creature in the area must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the drake in a direction following the line.
  • The drake takes the Dash action.

ACTIONS

  • Multiattack. The shepherd drake makes one Ram attack and two Claw attacks.
  • Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Charm Animals. The drake charms any number of Beasts with an Intelligence of 3 or less that it can see within 30 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 hour. Charmed targets obey the drake’s verbal commands. If a target’s saving throw is successful or the effect ends for it, the target is immune to the drake’s Charm Animals for the next 24 hours.
  • Breath Weapons (Recharge 5–6). The drake uses one of the following breath weapons:
    • Calming Breath. The drake breathes a cloud of soothing gas around itself. Each creature within 30 feet of the drake must succeed on a DC 15 Charisma saving throw or become indifferent about creatures that it is hostile toward within 100 feet of the drake for 1 hour. This indifference ends if the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed. In addition, frightened creatures within 30 feet of the drake are no longer frightened.
    • Protective Roar. The drake releases a roar in a 30-foot cone. Each hostile creature in the area must make a DC 15 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. Each friendly Beast in the area gains 5 (1d10) temporary hp, or 11 (2d10) temporary hp if it is charmed by the drake.

REACTIONS

  • Shepherd’s Safeguard. When a Beast within 30 feet of the drake would be hit by an attack, the drake can chirp, and the beast adds 3 to its AC against the attack. To do so, the drake must see the attacker and the Beast.

ABOUT

This sinuous, eel-like dragon swims gracefully through the water, its current shifting and roiling at the dragon’s command.

Riptide drakes are underwater predators who exert control over the flow of water and exploit this ability to aid in their hunts.

Cruel Seas. The drakes enjoy catching creatures unaccustomed to the underwater environment off guard. They delight in battering and disorienting their prey and watch as their victims drown or become lost in the deep. The carnivorous dragons feast on the bloated corpses of creatures that have succumbed to the dangers of the sea.

Desirous of Leadership. Riptide drakes seek worthy leaders and grow bored without direction. They follow powerful aquatic dragons, dragon turtles, or watery fiends. A riptide drake remains faithful to its superior, unless the leader betrays them, driving the creature to seek terrible vengeance and new leadership.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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