Brittle defense. If the Amber King Drake were to take 20 bludgeoning damage in a turn it loses 1 AC.
Sensitive skin. If the Amber King Drakes AC falls to 15 or below it has vulnerability to slashing damage
Amber coating. If the amber king drake takes 16 or more slashing damage molten amber spills out in a 10ft radius around it. The molten amber acts as difficult terrain for 3 rounds.
Poisonous. Claw, and Bite attacks the Amber King Drakes makes cause a DC 16 constitution saving throw. On a failed save the target is poisoned until the Amber King Drakes next turn.
Powerful Movement. The Amber drake isn't affected by difficult terrain or any effects that would reduce it's movement speed.
Multiattack. The Amber Drake uses it's Frightful Prescence. The Amber Drake makes 3 attacks, one claw attacks, one bite attack, and one tail club attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Tail Club. ranged weapon attack: +7 to hit, reach 60/240ft., one target. Hit: (2d8 + 4) bludgeoning damage.
Amber Breath (Recharge 5-6). The Amber Drake exhales a wave of molten amber in a 60ft cone. Each Creature in the area must make a DC 18 Dexterity saving throw or take (12d8) fire damage on a failed save or half as much damage a successful save. Additionally creatures who failed the save cannot move or cast spells on their turn, and any attacks made are made with disadvantage. The creature must make a strength saving throw of DC 18 to escape or if an ally spends their action to end it for you (they must be within 5ft of you to do this).
Frightful Prescence. Each creature of the Amber Drakes choice within 120ft and aware of the Amber drake 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 it's turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Amber Drakes Frightful Prescence for the next 24 hours.
The Amber Kind Drake 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 Amber Drake regains spent legendary actions at the start of it's turn.
Tail Club (Costs 1 Action). The Amber Drake makes one tail attack.
Claw (Costs 1 Action). The Amber Drake makes one claw attack.
Frightful Prescence (Costs 2 actions). The Amber Drake uses it's frightful Prescence.
Rush (Costs 1 action). The Amber Drake moves half it's movement speed.
Fortify (Costs 3 actions). The Amber Drake regains 1 AC.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Amber Drake is reptilian hunter and a unique type of dragon. The Amber king drake unlike it's other kin resembles a big and bulky salamander more than a dragon. It also sports no wings only having a small pair on it's back that are to small to fly with. They are also more animal like preferring not to talk in most cases and can't transform themselves to a humanoid creature.
Unlike normal dragons Amber Drakes lack the natural tough scales and natural defenses of other dragons having very sensitive skin instead. They get around this by using their unique Molten Amber breath and using the bones of deceased prey as makeshift armor to protect it's self.
Their way of hunting is simple the Amber drake stops a creature from moving using it's amber breath to basically freeze them in place. The the poison hidden in the amber substance it creates seeps into the Muscle and blood structures of it's prey. Because of this unique way of hunting most of the times it's prey dies of poisoning and not the intense 3rd degree burns the amber causes.
While wrymlings the Amber Drakes are ambush predators hiding in places and spewing molten amber when their prey don't notice them. However when they build up their body mass enough and have enough of their makeshift armor they start openly hunting since they don't have to worry about getting killed by larger creatures. Adult and Ancient Amber Drakes also take in smaller Amber Drakes by providing them with their lair as shelter. In exchange the smaller amber drakes give scrapes of their kills to the larger one as payment.
Lair and Lair Actions
The Amber drakes lair is a combination of it's natural environment and a collections of bones sewn together with amber creating a maze like structure.
Lair Actions
On initiative count 20 (losing initiative ties), the Amber Drake takes a lair action to cause one of the following effects; the Amber drake can’t use the same effect two rounds in a row:
- The Amber drake stomps on the floor causing a burst of amber from the floor. The Amber drake chooses any creature it can see and triggers a burst of amber in front of the target creature. The burst of amber happens 30ft away from the target and triggers in a cone. Every creature caught in the burst must make a DC 18 dexterity saving throw or take (4d8) fire damage on a failed save and no damage on a successful.
- The Amber Drake causes part of it's lair to collapse making the floor of the lair difficult terrain until the end of the Amber drakes next turn.
- The Amber Drake regains 1 AC.
Previous Versions
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4/8/2024 1:23:32 AM
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7/2/2024 1:52:17 AM
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