Earthdrake (5e Creature)

Earthdrake

Huge dragon, any alignment


Armor Class Variable (natural armor, see below)
Hit Points 56 (2d20+35)
Speed 40 ft., burrow 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 lightning
Damage Immunities force
Condition Immunities charmed, frightened, paralyzed, stunned
Senses darkvision 80 ft., passive Perception 20
Languages Common, Draconic
Challenge 3 (700 XP)


Tunneler. Earthdrakes can move through dirt, stone, and earth, similarly to how flying beings move through air. Additionally, they take 1d4-1 radiant damage for every round they are in direct sunlight.

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 (1d8 + 3) slashing damage.

Earthquake Blast. The drake exhales a 30-foot long line of force that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 11 (4d4+2) force damage on a failed save, or half as much damage (rounded up) on a successful one.

REACTIONS

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

Earthquake Blast. The drake exhales a 30-foot long line of force that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (4d4) force damage on a failed save, or half as much damage (rounded up) on a successful one.

LEGENDARY ACTIONS

The earthdrake 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 earthdrake 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.

Earthquake Blast. The drake exhales a 30-foot long line of force that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 9 (4d4) force damage on a failed save, or half as much damage (rounded up) on a successful one.

Earthdrakes are some of the less-seen drakes, though they are just as common as other alchedrakes (firedrakes, waterdrakes, and airdrakes). They live in large caves and have evolved in darkness, making sunlight harmful to them. Because of this, they can actually see in the dark slightly better than most other drakes.

Subspecies. There are three subspecies of earthdrakes: sanddrakes, stonedrakes, and cavedrakes. 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 earthdrake, and the only purpose of each subspecies is for social reasons and to find their AC.

Hit PointsSubspeciesAC
37-51Sanddrake12
52-60Stonedrake13
61-75Cavedrake14

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gollark: Although it's roughly equivalent to just do `error "Terminated"`.
gollark: Yes.
gollark: > razer keyboard
gollark: It's because your programs end with `error`, presumably.
gollark: Hmm, so what you're saying is that tail calls are incomprehensible dark magic.
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