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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Deep Drake/

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.

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