Abyssal Lineage
"Ah yes, the abyssal drake. Perhaps one of the finest ideas our queen had before she retreated to the steaming fen. Killing Obox-Ox certainly sent ripples throughout the layers, as did this magnificent communion." - Traketh the Sibriex, to Avalon the Black
Unholy Union. Born from the ancient experiments run by the Queen of Chaos, these fiendish drakes are cousins to demons, wyverns, and the infamous red dragon. With the draconic blood flowing through their veins, enhanced by the demonic essence of the abyss, these new beings were feared as much as they were coveted. Created for the sole purpose of being mounts for the Queen's allied demon princes, they quickly fell through once the demons realized how unruly and aggressive they were.
Awakened Mind. Unlike its closely related cousin, the wyvern, the abyssal drake is intelligent enough for conversation. Inherently born with the gift to speak and understand the abyssal and draconic languages, it may speak with those it encounters. Usually however, its brutish mind will tend towards heckling and taunting the prey it comes upon, shouting out its superiority over other demons and travelers that are unfortunate enough to stumble upon it.
Jumping wyvern by Benjamin Giletti
Fiendish Ferocity. Retaining the instinctual ferocity of its draconic heritage, the abyssal drake is a feared denizen of the abyssal layers. Having been initally set free after domesticating it was impossible, they were thought to hopefully go extinct naturally. Unfortunately, the opposite happened as they flourished quite well amongst the abyss. Powerful predators that preyed on anything in sight, they were known to dive onto their prey, crushing them with the entire weight of their body. If that failed, their deadly scythe-like stinger could pump a potent poison into their system rendering them dead in at most a few minutes.
There be Dragons. While common in the abyss, there are rare occurrences of a abyssal drake phasing between the thin veil of the planes. The material plane is one such spot in which these dragons have been deposited - frequently enough that few believe it to be intentional at this point. Adventuring parties, guilds, and mercenary bands alike openly hunt these fiendish dragons, as their organs, bones, and scales can be used for powerful fiendish rituals and alchemical concoctions. Felling them however, is much harder than it first appears.
Abyssal Drake
Huge Fiend (Dragon), Chaotic Evil
- Armor Class 18 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 6 (-2) 15 (+2) 15 (+2)
- Saving Throws Dex +5, Con +10, Int +3, Wis +7
- Skills Stealth +5, Perception +7
- Damage Resistances cold, acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Abyssal, Draconic
- Challenge 13 (10,000 XP)
Flyby. The abyssal drake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The abyssal drake has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The abyssal drake can use its Frightful Presence. It then makes three attacks: one with its bite, one with its claw, and one with its stinger. It can make a second claw attack in place of its stinger. If both claw attacks hit, the abyssal drake rends through flesh dealing an additional 14 (4d6) damage.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) Piercing damage plus 4 (1d8) Fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) Slashing Damage.
Stinger. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) Piercing Damage. The target must make a DC 19 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.
Divebomb. Melee Weapon Attack: +11 to hit, one creature directly underneath the abyssal drake. Hit: 3 (1d6) bludgeoning damage per 10 feet fallen, up to 35 (10d6) and the creature must succeed on a DC 19 Strength saving throw or be grappled (escape DC 19) and knocked prone. Until the grapple ends, the target is restrained as it is trapped under the foot of the abyssal drake. Miss: The abyssal drake takes half the normal falling damage for the distance fallen.
Frightful Presence. Each creature of the abyssal drake's choice that is within 120 feet of the abyssal drake and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each 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 abyssal drake's Frightful Presence for the next 24 hours.
Abyssal Breath Weapon (Recharge 5–6). The abyssal drake exhales blackened flames in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Credits
- Made using GM Binder.
- Page stains by /u/flamableconcrete
- Created and edited by u/Macekill