Waterdrake (5e Creature)

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Waterdrake[edit]

Huge dragon, any alignment


Armor Class Variable (natural armor, see below)
Hit Points 56 (2d20+35)
Speed 40 ft., swim 80 ft.


STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 11 (+0) 15 (+2) 16 (+3) 9 (-1)

Saving Throws Int +5, Cha +2
Skills Arcana +5, Intimidation +2, Perception +8
Damage Vulnerabilities force
Damage Immunities water
Condition Immunities charmed, frightened, paralyzed, stunned
Senses darkvision 60 ft., passive Perception 20
Languages Common, Draconic
Challenge 3 (700 XP)


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.

REACTIONS

Bite. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing 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.

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.

Waterdrakes are often seen beneath ships, typically in small groups. They are often confused with sea serpents, due to their water-themed attacks and their aquatic residence, though they are distinguished by their four legs and fins. They can survive normally on land for up to twelve hours. They do not have wings, and therefore cannot fly.


Subspecies. There are three subspecies of waterdrakes: lakedrakes, riverdrakes, and seadrakes. They are distinguished by the number of hit points they have, and their subspecies determines their armor class (use the table below). There is no particular difference between each type of waterdrake, and the only purpose of each subspecies is for social reasons and to find their AC.

Hit Points Subspecies AC
37-51 Lakedrake 12
52-60 Riverdrake 13
61-75 Seadrake 14

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