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Seadrake , 3 700 xp

  • Armor class 14 (Natural Armour)
  • Hit points 65 (2d20+35)
  • Speed 40 ft., swim 80 ft.
  • STR 17 (+3)
  • DEX 18 (+4)
  • CON 11 (0)
  • INT 15 (+2)
  • WIS 16 (+3)
  • CHA 9 (-1)

Save Throws: Int +5, Cha +2

Skills: Arcana +5, Intimidation +2, Perception +8

Damage Immunities: water

Condition Immunities: charmed, frightened, paralyzed, stunned

Senses: darkvision 60 ft., passive Perception 20

Languages: Common, Draconic

Challenge: 3 (700 xp)

Damage Vulnerabilities force

Limited Amphibiousness. A waterdrake can breathe both air and water, but must breathe water at least once every 12 hours to avoid suffocating.

Actions

Multiattack. The drake makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d3 + 3) slashing damage.

Water Jet. The drake exhales a 30-foot long line of water that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (4d4) water damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The waterdrake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The waterdrake regains spent legendary actions at the start of its turn.

Claw. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d3 + 3) slashing damage.

Water Jet. The drake exhales a 30-foot long line of water that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (4d4) water damage on a failed save, or half as much damage (rounded up) on a successful one.