Huge Fiend (Demon), Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., fly 160 ft.
STR
29 (+9)
DEX
12 (+1)
CON
20 (+5)
INT
6 (-2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws DEX +6, CON +10, CHA +7
Skills Deception +7, Intimidation +7, Perception +14, Stealth +6
Damage Vulnerabilities Cold
Damage Resistances Acid, Lightning
Damage Immunities Fire
Condition Immunities Paralyzed
Senses Darkvision 60 ft., Passive Perception 24
Languages Abyssal, Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Flyby. The abyssal drake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Unusual Nature. The abyssal drake is immune to any effect that would put it to sleep.

Actions

Multiattack. The abyssal drake makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 16 (2d6 + 9) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 16 (2d6 + 9) piercing damage. The target must make a DC 20 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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 19 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.

Unholy Fire Breath (Recharge 5–6). The abyssal drake exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Abyssal drakes most closely resembled wyverns, with two legs, large bat-like wings, a serpentine neck, and a tail that ended in a stinger. Their scales were dark red due to their demonic heritage.

Deadlier Hunters. Abyssal drakes possessed the same fear-inducing aura of true dragons, as well as a breathe weapon in the form of 60‑foot-long (18‑meter) cone of unholy fire. They themselves were immune to damage caused by fire and magic that induced sleep or paralysis, and resistant to damage caused by acid and electricity; however, they were vulnerable to ice and cold. Additionally, the stinger on the end of the tail was venomous, making just as if not more deadly than their ancestors.

Death From Above. Abyssal drakes attacked by diving down towards their prospective prey, then strafing the area with their breathe weapon before picking off the scattered survivors. They attacked with the jaws, claws, and stinger; it must be noted that their claws lacked the dexterity to pick creatures up. 

Gone Terribly WrongThe abyssal drake is the horrific result of an ancient breeding program that combines the nastiest elements of demons, wyverns, and red dragons. Originally intended to serve as mounts for mighty demon princes, abyssal drakes proved too unruly for such service. Now they roam the wilds of the Abyss, preying on demons and visitors alike. Abyssal drakes resemble their wyvern ancestors, but their dark red, scaled hides betray their fiendish heritage. They have powerful bat like wings, a serpentine neck, and razor sharp claws.

Unholy Flame. Do to it's mixture of red dragon and demonic blood, the abyssal drake, unlike it's non demonic ancestors, possessed a breath weapon that behave similar the spell flame strike, but tainted by the unholy evil and chaotic nature of the abyss.

Previous Versions

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Monster Tags: Misc CreatureDemonfiendElemental

Scarletsteam

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