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A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9402535" data-attributes="member: 6915329"><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 22px">Drake</span></span></strong></p><p>The Bestiary, Dragon Magazine 294</p><p>Creatures by Johnathan M. Richards</p><p></p><p>It’s the return of the greater drakes! That’s the subtitle of the article, actually. The <em>first </em>collection of <strong>greater drakes</strong> was for 2e and I converted them back <a href="https://www.enworld.org/threads/a-leveled-up-bestiary-volume-two.701725/page-8#post-9269223" target="_blank">here</a>, (but I’ll include the statblock again for simplicity’s sake). They were called <em>greater </em>drakes because of an article for <em>1e </em>on teensy weensy drakes, which I also converted, but made them into faerie dragon variants.</p><p></p><p>Anyway, here are more greater drake variants, all with equally unpronounceable names and unusual breath weapons, so you will probably <em>never </em>run out of smallish dragons for your players to ride. Or at least want to—up to you, the Narrator, to <em>let</em> them, of course.</p><p></p><p><span style="color: rgb(41, 105, 176)"><strong><span style="font-size: 26px">Drake</span></strong></span></p><p><strong>Large dragon; Challenge 3 (7000 XP)</strong></p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 66 (7d10+28; bloodied 33)</p><p><strong>Speed</strong> 30 ft., fly 60 ft.</p><p></p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 14 (+2) <strong>CON</strong> 18 (+4)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 15</p><p><strong>Skills</strong> Perception +3, Stealth +4</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> —</p><p></p><p><strong><em>Keen Sight. </em></strong>The drake has advantage on Perception checks that rely on sight.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The drake makes three attacks: one with its bite and two with its claws.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>12 (2d6+5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the drake can’t bite another target.</p><p></p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>9 (1d8+5) slashing damage, or 14 (2d8+5) slashing damage if the drake started its turn at least 20 feet above the target.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Variant: Barauthas</span></span></strong></p><p>Barauthas are covered in dull black scales that alternate with red and yellow bands—a warning of their toxic nature. Their broad wings are black with red undersides, and their tails and necks are shorter and thicker than those of most other drakes. Their tail is used to store fat, as these drakes live in deserts where prey animals are scarce, and their neck contains two large venom sacs. Their most distinguishing feature, however, are their long, boarlike tusks. Barauthas are difficult to domesticate but are favored among desert-dwelling reptilian people, as they are sturdy and can go for long periods of time without eating and drinking. In battle, they only approach into melee range when their opponent is sufficiently weakened with poison and blindness.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>tropical; desert</p><p></p><p>A barauthas has the following new trait:</p><p></p><p><strong><em>Aims For The Eyes. </em></strong>The drake gains a d4 expertise die when using its Venom Spray.</p><p></p><p><strong><em>Desert-Dweller. </em></strong>The drake ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat.</p><p></p><p>It also has the following new action:</p><p></p><p><strong><em>Venom Spray (Recharge 5-6).</em></strong><em> Ranged Weapon Attack:</em> +4 to hit, range 40 ft., one target. <em>Hit: </em>14 (4d6) poison damage, and the target must make a DC 14 Constitution saving throw or be poisoned and blinded for 1 minute. On a success, the creature is poisoned and blinded until the end of its next turn. A creature may make a new Constitution saving throw at the end of each of its turns. On the first success, the creature is no longer poisoned. On the second success, the creature is no longer blinded.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Variant: Ermalkankani</span></span></strong></p><p>Often called the stone drake because of how well its coloration blends into the rocky cliffs in which it makes its home, ermalkankani’s most distinguishing features are their long tail, which ends in a heavy bone club that resembles a small boulder, and their ever-growing, mole-like claws. They make are a favored mount of dwarfs, although they are more often used for their ability to dig than for their ability to fly.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>subarctic, temperate; hills, mountains</p><p></p><p>Ermalkankani is CR 4 (1,100 XP), has 76 (8d10+32; bloodied 38) hit points, its AC is 16, its fly Speed has been reduced to 50 ft. and it has burrow and climb speeds of 10 ft. Its darkvision is increased to 120 feet. It has the following new trait:</p><p></p><p><strong><em>Siege Monster. </em></strong>The drake does double damage to objects and structures when using its tail or claws.</p><p></p><p><strong><em>Stony Camouflage. </em></strong>The drake has advantage on Stealth checks made to hide in rocky terrain.</p><p></p><p>It also has the following new actions:</p><p></p><p><strong><em>Multiattack.</em></strong> The drake makes four attacks: one with its bite, one with its tail, and two with its claws.</p><p></p><p><strong><em>Tail Club. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit: </em>16 (2d6+5) bludgeoning damage.</p><p></p><p><strong><em>Stone Spit (Recharges After a Short or Long Rest). </em></strong>The drake spits a 30-foot cone of gravel. Creatures within this area must make a DC 14 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save or half as much on a successful one.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Variant: Mardallond</span></span></strong></p><p>These honey-colored drakes are perhaps the strangest of all of them. Unlike every other species of drake which are carnivorous, mardallonds are omnivorous, and mostly herbivorous, and they feed on grains, grasses, and fruits of any type whenever they can. This leads to their most unusual breath weapon—they spit <em>mead</em>. Or rather, they spit a heavily fermented, extremely pungent, and highly flammable liquid that looks like mead and is entirely safe to consume… and many creatures quite like the taste of it (others insist it’s an acquired taste that they have no interest in acquiring). This “mead” does no damage when used as a breath weapon, but their riders take advantage of its flammable nature by using fire attacks against the victims. Mardallonds are commonly domesticated by halflings, gnomes, and fey creatures, but for their mead, not as mounts.</p><p></p><p><strong><em>Climate/Terrain: </em></strong>temperate; forests, grasslands</p><p></p><p><strong><em>Spit Brew (Recharge 5-6). </em></strong>The mardallond spits “mead” in a 30-foot-long, 5-foot-wide line. Each creature in that area must make a Dexterity saving throw, becoming drenched on a failure. The liquid lasts for 1 hour before evaporating, although a thorough scrubbing or magical cleaning can remove it before then.</p><p></p><p>While coated with this liquid, a creature has vulnerability to fire damage and other creatures have advantage on checks made to track it by scent.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Variant: Trilligarg</span></span></strong></p><p>The smallest of the great drakes, these creatures are also called chameleon drakes, for their innate ability to change their color. Their natural coloration is leafy-green, fading to bark-brown on their head and along their back, with delicate pink wings and feet. Trilligargs are also the smoothest of the great drakes, as their scales are tiny and they lack any horns or spines. Their toes end in gecko-like setae, allowing them to climb even the smoothest of surfaces. They can remain perfectly still for even hours or days at a time before bursting forward suddenly to snatch up the small animals it normally eats.</p><p></p><p>Trilligargs are unusual among drakes in that they have no breath weapons. Instead, their throat bladder contains thousands of retractable, needle-sharp spines. These drake not only uses these spines offensively—it swings its head around like a spiked club—but defensively as well, as creatures that get too close get stuck by the spines.</p><p></p><p>The trilligarg gains a d6 expertise die on Stealth and the reach on its Bite attack increases to 10 feet, and it has the following new trait:</p><p></p><p><strong><em>Camouflage. </em></strong>The drake has advantage on Stealth checks when in a natural environment.</p><p></p><p><strong><em>Spiked. </em></strong>A creature that grapples or is grappled by the drake takes 5 (1d10) piercing damage at the beginning of the drake’s turn.</p><p></p><p>It also has the following new actions:</p><p></p><p><strong><em>Multiattack.</em></strong> The drake makes three attacks: one with its bite and two with its claws. Alternatively, it can substitute a Head Bash attack for its Bite attack.</p><p></p><p><strong><em>Head Bash. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit: </em>9 (1d8+5) piercing damage. If the drake is grappling a creature when it uses this attack, the creature takes 4 (1d8) bludgeoning damage.</p><p></p><p>*</p><p></p><p><strong><span style="font-size: 18px"><span style="color: rgb(41, 105, 176)">Variant: Vallochar</span></span></strong></p><p>Vallochar are often mistaken for young black dragons, as they have similar builds, although the drakes lack the skull-like features and forward-facing horns that the dragons have. Their scales a glossy black, or sometimes a very deep charcoal gray or midnight blue, and some have white mottling on their sides. Whatever their exact coloring, they have an oily sheen, as they secrete a slippery oil. Vallochar are often called web drakes, as they spit a sticky webbing to immobilize their prey, which they do before moving in with bite and claw.</p><p></p><p><strong><em>Climate/Terrain:</em></strong> temperate, subtropical; cavern, desert, grassland, hill</p><p></p><p>The vallochar are immune to the grappled condition and have the following new trait:</p><p></p><p><strong><em>Slippery. </em></strong>The drake has advantage on checks made to escape restraints.</p><p></p><p>It also has the following new action:</p><p></p><p><strong><em>Web (Recharge 5-6).</em></strong><em> Ranged Weapon Attack: </em>+4 to hit, range 20/60 feet., one Large or smaller creature. <em>Hit: </em>The creature is restrained by a web. As an action, a creature can make a DC 15 Strength check, breaking the web on a success. The effect also ends if the web is destroyed. The web is an object with AC 10, 1 hit point, and immunity to all forms of damage except slashing, fire, and force.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9402535, member: 6915329"] [B][COLOR=rgb(41, 105, 176)][SIZE=6]Drake[/SIZE][/COLOR][/B] The Bestiary, Dragon Magazine 294 Creatures by Johnathan M. Richards It’s the return of the greater drakes! That’s the subtitle of the article, actually. The [I]first [/I]collection of [B]greater drakes[/B] was for 2e and I converted them back [URL='https://www.enworld.org/threads/a-leveled-up-bestiary-volume-two.701725/page-8#post-9269223']here[/URL], (but I’ll include the statblock again for simplicity’s sake). They were called [I]greater [/I]drakes because of an article for [I]1e [/I]on teensy weensy drakes, which I also converted, but made them into faerie dragon variants. Anyway, here are more greater drake variants, all with equally unpronounceable names and unusual breath weapons, so you will probably [I]never [/I]run out of smallish dragons for your players to ride. Or at least want to—up to you, the Narrator, to [I]let[/I] them, of course. [COLOR=rgb(41, 105, 176)][B][SIZE=7]Drake[/SIZE][/B][/COLOR] [B]Large dragon; Challenge 3 (7000 XP) AC[/B] 14 (natural armor) [B]HP[/B] 66 (7d10+28; bloodied 33) [B]Speed[/B] 30 ft., fly 60 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 14 (+2) [B]CON[/B] 18 (+4) [B]INT[/B] 3 (-4) [B]WIS[/B] 12 (+1) [B]CHA[/B] 6 (-2) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 15 [B]Skills[/B] Perception +3, Stealth +4 [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] — [B][I]Keen Sight. [/I][/B]The drake has advantage on Perception checks that rely on sight. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The drake makes three attacks: one with its bite and two with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]12 (2d6+5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the drake can’t bite another target. [B][I]Claw. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]9 (1d8+5) slashing damage, or 14 (2d8+5) slashing damage if the drake started its turn at least 20 feet above the target. * [B][COLOR=rgb(41, 105, 176)][SIZE=5]Variant: Barauthas[/SIZE][/COLOR][/B] Barauthas are covered in dull black scales that alternate with red and yellow bands—a warning of their toxic nature. Their broad wings are black with red undersides, and their tails and necks are shorter and thicker than those of most other drakes. Their tail is used to store fat, as these drakes live in deserts where prey animals are scarce, and their neck contains two large venom sacs. Their most distinguishing feature, however, are their long, boarlike tusks. Barauthas are difficult to domesticate but are favored among desert-dwelling reptilian people, as they are sturdy and can go for long periods of time without eating and drinking. In battle, they only approach into melee range when their opponent is sufficiently weakened with poison and blindness. [B][I]Climate/Terrain: [/I][/B]tropical; desert A barauthas has the following new trait: [B][I]Aims For The Eyes. [/I][/B]The drake gains a d4 expertise die when using its Venom Spray. [B][I]Desert-Dweller. [/I][/B]The drake ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat. It also has the following new action: [B][I]Venom Spray (Recharge 5-6).[/I][/B][I] Ranged Weapon Attack:[/I] +4 to hit, range 40 ft., one target. [I]Hit: [/I]14 (4d6) poison damage, and the target must make a DC 14 Constitution saving throw or be poisoned and blinded for 1 minute. On a success, the creature is poisoned and blinded until the end of its next turn. A creature may make a new Constitution saving throw at the end of each of its turns. On the first success, the creature is no longer poisoned. On the second success, the creature is no longer blinded. * [B][SIZE=5][COLOR=rgb(41, 105, 176)]Variant: Ermalkankani[/COLOR][/SIZE][/B] Often called the stone drake because of how well its coloration blends into the rocky cliffs in which it makes its home, ermalkankani’s most distinguishing features are their long tail, which ends in a heavy bone club that resembles a small boulder, and their ever-growing, mole-like claws. They make are a favored mount of dwarfs, although they are more often used for their ability to dig than for their ability to fly. [B][I]Climate/Terrain: [/I][/B]subarctic, temperate; hills, mountains Ermalkankani is CR 4 (1,100 XP), has 76 (8d10+32; bloodied 38) hit points, its AC is 16, its fly Speed has been reduced to 50 ft. and it has burrow and climb speeds of 10 ft. Its darkvision is increased to 120 feet. It has the following new trait: [B][I]Siege Monster. [/I][/B]The drake does double damage to objects and structures when using its tail or claws. [B][I]Stony Camouflage. [/I][/B]The drake has advantage on Stealth checks made to hide in rocky terrain. It also has the following new actions: [B][I]Multiattack.[/I][/B] The drake makes four attacks: one with its bite, one with its tail, and two with its claws. [B][I]Tail Club. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit: [/I]16 (2d6+5) bludgeoning damage. [B][I]Stone Spit (Recharges After a Short or Long Rest). [/I][/B]The drake spits a 30-foot cone of gravel. Creatures within this area must make a DC 14 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save or half as much on a successful one. * [B][SIZE=5][COLOR=rgb(41, 105, 176)]Variant: Mardallond[/COLOR][/SIZE][/B] These honey-colored drakes are perhaps the strangest of all of them. Unlike every other species of drake which are carnivorous, mardallonds are omnivorous, and mostly herbivorous, and they feed on grains, grasses, and fruits of any type whenever they can. This leads to their most unusual breath weapon—they spit [I]mead[/I]. Or rather, they spit a heavily fermented, extremely pungent, and highly flammable liquid that looks like mead and is entirely safe to consume… and many creatures quite like the taste of it (others insist it’s an acquired taste that they have no interest in acquiring). This “mead” does no damage when used as a breath weapon, but their riders take advantage of its flammable nature by using fire attacks against the victims. Mardallonds are commonly domesticated by halflings, gnomes, and fey creatures, but for their mead, not as mounts. [B][I]Climate/Terrain: [/I][/B]temperate; forests, grasslands [B][I]Spit Brew (Recharge 5-6). [/I][/B]The mardallond spits “mead” in a 30-foot-long, 5-foot-wide line. Each creature in that area must make a Dexterity saving throw, becoming drenched on a failure. The liquid lasts for 1 hour before evaporating, although a thorough scrubbing or magical cleaning can remove it before then. While coated with this liquid, a creature has vulnerability to fire damage and other creatures have advantage on checks made to track it by scent. * [B][SIZE=5][COLOR=rgb(41, 105, 176)]Variant: Trilligarg[/COLOR][/SIZE][/B] The smallest of the great drakes, these creatures are also called chameleon drakes, for their innate ability to change their color. Their natural coloration is leafy-green, fading to bark-brown on their head and along their back, with delicate pink wings and feet. Trilligargs are also the smoothest of the great drakes, as their scales are tiny and they lack any horns or spines. Their toes end in gecko-like setae, allowing them to climb even the smoothest of surfaces. They can remain perfectly still for even hours or days at a time before bursting forward suddenly to snatch up the small animals it normally eats. Trilligargs are unusual among drakes in that they have no breath weapons. Instead, their throat bladder contains thousands of retractable, needle-sharp spines. These drake not only uses these spines offensively—it swings its head around like a spiked club—but defensively as well, as creatures that get too close get stuck by the spines. The trilligarg gains a d6 expertise die on Stealth and the reach on its Bite attack increases to 10 feet, and it has the following new trait: [B][I]Camouflage. [/I][/B]The drake has advantage on Stealth checks when in a natural environment. [B][I]Spiked. [/I][/B]A creature that grapples or is grappled by the drake takes 5 (1d10) piercing damage at the beginning of the drake’s turn. It also has the following new actions: [B][I]Multiattack.[/I][/B] The drake makes three attacks: one with its bite and two with its claws. Alternatively, it can substitute a Head Bash attack for its Bite attack. [B][I]Head Bash. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 10 ft., one target. [I]Hit: [/I]9 (1d8+5) piercing damage. If the drake is grappling a creature when it uses this attack, the creature takes 4 (1d8) bludgeoning damage. * [B][SIZE=5][COLOR=rgb(41, 105, 176)]Variant: Vallochar[/COLOR][/SIZE][/B] Vallochar are often mistaken for young black dragons, as they have similar builds, although the drakes lack the skull-like features and forward-facing horns that the dragons have. Their scales a glossy black, or sometimes a very deep charcoal gray or midnight blue, and some have white mottling on their sides. Whatever their exact coloring, they have an oily sheen, as they secrete a slippery oil. Vallochar are often called web drakes, as they spit a sticky webbing to immobilize their prey, which they do before moving in with bite and claw. [B][I]Climate/Terrain:[/I][/B] temperate, subtropical; cavern, desert, grassland, hill The vallochar are immune to the grappled condition and have the following new trait: [B][I]Slippery. [/I][/B]The drake has advantage on checks made to escape restraints. It also has the following new action: [B][I]Web (Recharge 5-6).[/I][/B][I] Ranged Weapon Attack: [/I]+4 to hit, range 20/60 feet., one Large or smaller creature. [I]Hit: [/I]The creature is restrained by a web. As an action, a creature can make a DC 15 Strength check, breaking the web on a success. The effect also ends if the web is destroyed. The web is an object with AC 10, 1 hit point, and immunity to all forms of damage except slashing, fire, and force. [/QUOTE]
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