Adult Forest Drake | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Adult Forest Drake CR: 15 (13000 XP)

Huge dragon, lawful evil
Armor Class: 19 (natural armor)
Hit Points: 207 (18d12+90) 18d12+90
Speed: 40 ft , fly: 80 ft , burrow: 0 ft , swim: 60 ft , climb: 40 ft

STR

23 +6

DEX

20 +5

CON

21 +5

INT

18 +4

WIS

15 +2

CHA

17 +3

Saving Throws: Dex +10, Con +10, Wis +7, Cha +8
Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +15
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: blindsight 60ft, darkvision 120ft, passive Perception 22
Languages: Ape
Challenge Rating: 15 (13000 XP)

Amphibious. The drake can breathe air and water.   Legendary Resistance (3/day). If the drake fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The drake can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 1d20+11 to hit, reach 10ft, one target. Hit: 17 (2d10+6) 2d10+6 piercing damage plus 7 (2d6) 2d6 fire damage.   Claw. Melee Weapon Attack: +11 1d20+11 to hit, reach 5ft, one target. Hit: 13 (2d6+6) 2d6+6 slashing damage.   Tail. Melee Weapon Attack: +11 1d20+11 to hit, reach 15ft, one target. Hit: 15 (2d8+6) 2d8+6 bludgeoning damage.   Frightful Presence. Each creature of the drake's choice that is within 120ft of the drake and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Fire Breath (Recharge 5-6). The drake exhales fire in a 60ft cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) 16d6 fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The drake 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 drake regains spent legendary actions at the start of its turn.   Detect. The drake makes a Perception check.   Tail Attack. The drake makes a tail attack.   Wing Attack (Costs 2 Actions). The drake beats its wings. Each creature within 10ft of the drake must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) 2d6+6 bludgeoning damage and be knocked prone. The drake can then fly up to half its flying speed.

Lair Actions

Poisonous Odor. The lair of the forest drake exudes a horrible stench that can overwhelm the senses of nearby creatures, causing them to become nauseated and roll disadvantage on checks to maintain concentration. Creatures which are immune to the poisoned condition ignore this lair action.

A large and fully formed forest drake. These creatures are known to hide out deep in the jungles of Temfala, preying on careless travelers and livestock of nearby tribes.

Suggested Environments

Jungles


Created by

spywilliam123.

Statblock Type

Monster

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