Amphibious. The draklet can breath both air and water.
Echolocation. The draklet can't use its blindsight while deafened.
Multiple Heads. The maximum amount of heads the draklet can have is three. For each head it has above one, its hp increases by 30 and its challenge rating goes up by 1. While it has more than one head, the draklet has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the draklet takes 30 or more damage in a single turn while it has more than one head, one of its heads dies. If the draklet does not take radiant or fire damage while one of its heads is dead, that head regenerates the start of its next turn and the draklet heals 15 hp.
Innate Spellcasting. The drakon’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no material components.
At will: Acid Splash, Acid Stream, Create or Destroy Water, Poison Spray, Shape Water
3/day each: Control Water, Ray of Sickness, Tidal Wave
1/day: Vitriolic Sphere
Multiattack. The draklet makes up to one bite attack per head it has and one constrict attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage. On hit the target must make a DC 18 Constitution saving throw, taking 27 (6d8) necrotic damage and becoming poisoned for one minute on a failed saved or half as much damage on a success. A creature can repeat the save at the end of their turns, ending the effect on a success.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage. On hit the target is grappled and restrained(Escape DC 16) and the draklet can't constrict another creature.
Noxious Breath (Recharge 5-6). One of the draklet's heads exhales a toxic concoction in a 90 foot cone. Creatures in range must make a DC 18 Constitution saving throw, taking 27 (5d10) poison damage and 27 (5d10) acid damage on a failed save or half as much on a successful one. Each head has its own recharge counter but only one can use it in a single round.
Description
Black Tsunami Draklets are bigger than their non-polluted counterparts, being around 30 feet long on average. They resemble the adults is most ways but their fins and cobra-like hood are less developed and their scales take on darker colorations to help with camouflage. The scales that will become green when it becomes an adult are much closer to dark browns to help it blend in with the polluted water it resides in. Black tsunami draklets that have multiple heads usually bicker with itself much more than the adults do and will often fight over prey. Black tsunami draklets will often build their dens in sewers or on the coasts of developed coastal cities, especially favoring ones that cause a lot of pollution. They use acid to build tunnels and networks under and around the city that it can use to travel around quickly and avoid danger so it can return to its den. They will hunt and devour anything that gets near where they build their dens, regardless of what type of creature they are. After a few decades the draklet will begin going throw a rapid growth spurt and during this time they are their most violent. they begin to reak havoc on the city they've been living under or by, dissolving the roads and flooding the streets with foul water as it begins devouring everything in sight. This process takes at most a few weeks for the draklet to rapidly grow and mature into a full size Black Tsunami Drakon.
Lair and Lair Actions
Black Tsunami Draklets build their lairs on sewers or the coasts of developed cities, preferring areas with higher densities of pollution. They use acid to dissolve tunnels through stone and earth and create a den at the heart of all of these tunnels. The den of a black tsunami draklet will be a large enough space for it to grow and is primarily filled with polluted water, having very few places to stand if any. They'll store corpses of uneaten prey here, often leaving them long enough to rot a bit before they eat them.
Lair Actions
On initiative count 20 (losing initiative ties), the draklet takes a lair action to cause one of the following effects; the draklet can’t use the same effect two rounds in a row:
- The water becomes acidic. Any creature aside from the draklet in the water when this happens must make on a DC 15 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the water takes 10 (3d6) acid damage. The water returns to normal at the next lair action.
- Water rises up, leaving the lair completely flooded until the next lair action when the water returns to its normal level.
- A cloud of toxic gas appears in an area of the draklet's choosing within 100 feet of it. The cloud is a 30 foot sphere that goes around corners and ignores cover. Creatures that start their turn in this cloud must make a DC 15 Constitution or become poisoned until the end of their next turn.
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