Armor Class 18 (natural armor)
Hit Points 181 (18d12 + 64)
Speed 35 ft., Burrow 25 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
9 (-1)
WIS
13 (+1)
CHA
9 (-1)
Skills Perception +4
Damage Resistances Cold, Thunder
Damage Immunities Lightning
Senses Darkvision 65 ft, Passive Perception 13
Languages Understands Draconic & Auran but can't speak them
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The drake can breathe air and water.

Electroacidic Biology. The drake has advantage on saving throws against being poisoned, charmed, and/or paralyzed.

Legendary Resistance (2/Day). If the drake fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The thunder drake makes three attacks: one with its bite, one with its tail, and one with its horns. It can replace two of those attacks with an electro-spit attack.

BiteMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing or bludgeoning damage (drake's choice) plus 9 (2d8) lightning damage.

TailMelee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 7 (2d6) thunder damage.

StingerMelee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) lightning or thunder damage (drake's choice) and the target must make a DC 15 Constitution saving throw, taking 19 (3d12) lightning damage & be paralyzed for 1 minute on a fail, or half as much damage and not be paralyzed on a success.

HornsMelee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing or bludgeoning damage (drake's choice) and if the drake moved at least 20 ft toward the target before attacking, an extra 10 (3d6) piercing or bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

StompMelee Weapon Attack: +7 to hit, reach 5 ft., one prone target. Hit: 13 (2d8 + 4) bludgeoning damage.

ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one prone or paralyzed target. Hit: 11 (2d6 + 4) slashing damage.

Electro-Spit. RangedWeapon Attack: +5 to hit, range 95 ft., one target. Hit: 27 (5d10) lightning damage plus 13 (2d12) thunder damage.

Lightning Beam (Recharge 6). The drake exhales a blazing & crackling bright blue magical blast of pure electricity in a 110-foot line that is 15-feet wide. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 60 (11d10) lightning damage and stunned for 2 minutes on a failed save, or half as much damage and not be stunned on a success.

Legendary Actions

The drake can take 2 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 dragon regains spent legendary actions at the start of its turn.

Detect. The drake makes a Wisdom (Perception) check.

Tail Strike. The drake makes a tail or stinger attack.

Description

Thunder drakes are a special classification of draconic creatures. Believed to be descended from some of the first chromatic blue guard drakes, thunder drakes are quick adapters that have diverged into a few different species, all of which have something unique. 

Shoreclamper thunder drakes are extremely similar to common thunder drakes, to the point where many people have mistaken them for aquatic common thunder drakes at first glance. It turns out that shoreclampers are a special subspecies of the common thunder drake that has adapted to live in water and feast on hard-shelled crustaceans, including giant clams. Due the the giant clam's habit of making pearls and may other treasures being found deep beneath the cold waves, shoreclampers have some of the largest treasure hoards and largest sense of ego & greed among thunder drakes. They also have the strange magical ability to change the shape of their teeth from blunt to sharp at will. This allows them to be able to attack and kill coastal, mostly non-aquatic creatures that a blunt-fanged creature would normally have a challenge catching and eating/killing, such as marine iguanas. Another strange & unique thing about shoreclampers is what happens after the kill and eat a large hermit crab. The drake's blunt teeth smash through and shatter the shell, but in the drake's hunger, it swallows both the crab and the bits of shell whole. Often, the drake will regurgitate a few of the shell pieces. However, the pieces will not only be covered in an acidic substance for a few hours after their regurgitated, but also glow with a platinum colored shine. Though shoreclampers eat hermit crabs almost every day, the instances of the drakes regurgitating any amount of super-acidic shell pieces is incredibly rare. 

Any creature that touches a piece must succeed on a DC 16 Constitution saving throw or take 4 (1d8) acid damage & 1 lightning damage on a fail, or half as much on a success. 1d6 hours after the pieces have been regurgitated, they lose their super-acidic properties and become super-tiny pieces of material that are worth 3 pp each. 

Due to their somewhat greedy & egotistical personalities, shoreclampers end up amassing treasure hoards far larger than those of their less intelligent relatives, which only rarely hoard treasure. They often keep their treasure hoards protected in a secret area within their massive underwater lair of strangely-dug tunnels.

The treasure hoard of an ancient shoreclamper thunder drake, on average, contains around 350 (10d6 x 10) cp, 280 (8d6 x 10) sp, 385 (11d6 x 10) gp, 24 (6d6) pp, 9 (2d8) mundane items, 13 (4d8) gems (gems of 10-100 gp, but 50% white pearls), 5 (1d10) uncommon magic items, 3 (1d6) rare magic items, & 1 very rare magic item.  Mundane items found in a shoreclamp thunder drake's hoard are usually less fantastical ones that were salvaged from shipwrecks or carriages or caravans that the drak attacked and destroyed. 

Habitat: ArcticHillMountainUnderdark

Dragonekillax2

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