Drakes (5e Creature)
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(Greater) Storm Drake[edit]
Large drake, chaotic neutral Armor Class 15 (natural armor)
Damage Immunities Lightning Duskhide. The storm drake becomes nearly invisible in dim lighting, gaining +3 to stealth checks. Storm Caller. The storm drake causes thunderstorms to generate in it's area, every 3d4 days ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 2) slashing damage. Lightning Breath (Recharge 6). The drake exhales lightning in a 20ft. cone. Any creature in the area must make a DC 13 dexterity check. Taking 12(2d10) lightning damage and becoming paralyzed on a failure or taking half damage on a success. REACTIONSShock Organs. When hitting the storm drake with a melee attack make a DC13 constitution save or take 8 (2d6) lightning damage. Riposte. When a melee attack is made against the storm drake it may make a bite attack against the attacker. |
Storm drakes are large creatures with thick hide the color of storm clouds. It is a 13 ft. long creature with a sharp beak, and 4 legs. It is prone to stalk it's prey, and hide in the darkness of the thunderstorms it generates till an opportunity presents to attack. They tend to live in groups of 2-3 in large caverns while waiting for a thunderstorm to come. They hate blue dragons and will gang up in groups of up to 20 to slay them. They can be tamed, if kept amply fed. They are hatch after 4 months, and are fully grown at age 5, living up to age 100 |
(Greater) Flame Drake[edit]
Huge drake, lawful evil Armor Class 15 (natural armor)
Damage Immunities fire Fury. When a fire drake goes to half health or lower, it gains the ability to attack 3 times. ACTIONSBite. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l3 (2d6 + 6) slashing damage. Fire Breath (Recharge 6). The drake exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
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Flame drakes are huge creatures with 2 lean legs, a muscular body, and a long tail. Thy are covered in a thick red hide, and has several spikes protruding from the back of it's beaked head. It is a mostly solitary creature, working as a team with it's lifelong mate. They are extremely loyal to any who can tame them. They hatch after 2 years, and are fully grown at 15 years old. They live up to 120 years |
(Greater) Venom Drake[edit]
medium drake, chaotic neutral Armor Class 14 (natural armor)
Damage Immunities Poison ACTIONSBite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 2) poison damage. Tongue. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. The dragon shoots out it's sticky tongue and tries to grab you with it. You must make a DC 13 Dexterity check. On a successful roll, you are free, and on a fail you are drawn within melee range, and are hit with a bite attack. Poison Spray (Recharge 5-6). The drake spews forth poison, in a 20 ft. cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
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Venom drakes are medium green reptiles with 2 back legs, 2 webbed front legs, 2 small wings, and a thin cover of slime on their hide. They are ferocious, and devour anything that enters their territory. They will sit in the marshes, and undergrowth of the jungles they reside in, bloated bodies hidden, waiting for something to come near it. They hatch after 8 weeks, and are fully grown at 2 months. They live up to 24 years. |
(Greater) Corrosive Drake[edit]
huge drake, chaotic evil Armor Class 15 (natural armor)
Damage Immunities acid Corrosive Touch. Any attacks made with a nonmagical metal weapon, cause it to corrode over 2d4 turns. It must be washed off with water to stop it's corrosion. Any attack taken causes -1 AC till your armor is repaired, if you wear metal armor. ACTIONSAcid Spit. Ranged Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 23 (4d8) acid damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 44 (4d12 + 8) bludgeoning damage.
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Corrosive Drakes are very large with slime-like covering to their hide, and an extremely powerful digestive acid. They have 2 long legs, and a long tail and neck. They have no teeth and so prefer to spray their enemies with acid, and digest them on the outside, simply slurping them up later. They hatch after 9 months, and are fully grown after 5 years. They live for up to 120 years. |
Greater Frost Drake[edit]
Large drake, lawful evil Armor Class 17 (natural armor)
Damage Resistances fire Frozen Blood. ACTIONSBite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 59 (8d12 + 12) piercing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 43 (8d10) slashing damage. Tail Spikes. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 43 (8d10) piercing damage. Frost Breath (Recharge 5-6). The drake spews forth cold air and ice, chilling you to the bone, in a 30 ft. cone. You must make on a DC 16 dexterity check. On a successful roll you take half damage, and on a failed roll you take 68 (8d10 + 25) cold damage.
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The flame drakes frozen cousin. It has 2 thick muscular legs, 2 very large wings, and a tail bristling with spikes. It is very intelligent in comparison, and much stronger, but it also is a lot rarer due to them fighting each other to the death whenever they meet. They are all female, and do not require a male to fertilize their eggs. They hatch after 7 months, and are fully grown after 10 years. They live up to 200 years. |
Greater Stone Drake[edit]
, Armor Class 12
Senses passive Perception X
Feature Name. Feature description ACTIONSAction Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. |
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Greater Sea Drake[edit]
, Armor Class Expression error: Unexpected < operator.
Senses passive Perception X
Feature Name. Feature description ACTIONSAction Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. |
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Greater Psyche Drake[edit]
, Armor Class Expression error: Unexpected < operator.
Senses passive Perception X
Feature Name. Feature description ACTIONSAction Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. |
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(Greater) Mountain Drake[edit]
Colossal drake, Armor Class Expression error: Unexpected < operator. (Natural)
Senses passive Perception X
Feature Name. Feature description ACTIONSAction Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.
LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. |
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