Gargantuan Dragon, Neutral
Armor Class 20 (natural armor)
Hit Points 296 (16d20 + 128)
Speed 40 ft., Burrow 20 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
20 (+5)
WIS
19 (+4)
CHA
17 (+3)
Saving Throws CON +14, WIS +10, CHA +9
Skills Arcana +11, History +11, Nature +11, Stealth +6
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting.  The land drake's spellcasting ability is Wisdom (spell save DC 18).  The land drake can innately cast the following spells, requiring no material components:

At will:  create or destroy water, detect magicdetect poison and diseasespeak with animalsspeak with plants

3/day each:  dispel magic, hallucinatory terrain, lesser restorationpass without trace

1/day each:  awakencommune with naturewrath of nature

Legendary Resistance (3/Day).  If the drake fails a saving throw, it can choose to succeed instead.

Magic Resistance.  The drake has advantage on saving throws against spells and other magical effects.

Traceless Presence.  If surrounded by enough loose soil and vegetation to do so, the drake can take 10 minutes to bury itself in the ground, becoming a part of the landscape, indistinguishable from its surroundings.

Actions

Multiattack.  The drake makes three attacks:  one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack:  +14 to hit, reach 15 ft., one target.  Hit:  19 (2d10 + 8) piercing damage.

Claws. Melee Weapon Attack:  +14 to hit, reach 10 ft., one target.  Hit:  15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack:  +14 to hit, reach 20 ft., one target.  Hit:  17 (2d8 + 8) bludgeoning damage.

Legendary Actions

The 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 dragon regains spent legendary actions at the start of its turn.

Cast Spell.  The drake casts one of the spells from its 'at will' list.

Tail Attack.  The drake makes a tail attack.

Shaking Footfall (Costs 2 Actions).  The drake stomps hard upon the ground.  Each creature within 15 feet of the drake must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone.

Description

Like the mighty winged dragons of the metallic or chromatic variety, the drake is also an ancient being of draconic origin.  The key difference between a drake and a true dragon is the drake's lack of wings or a breath weapon.  Instead, drakes rely on their massive size, their magical prowess, and their skill at going unseen to avoid combat.

Also different from their chromatic and metallic cousins is the drake's alignment.  Rather than bend to their more evil desires like the chromatic dragons, or pursue the goodly morals of the metallic dragons, drakes prefer to avoid conflicts altogether.  They walk the narrow line of neutrality in issues of higher ethical conflict, preferring a life of peace and quiet to an endless battle against those in disagreement.

Lair and Lair Actions

 

 

Habitat: ForestGrasslandHillMountain

jst98438

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