Legendary Resistance (3/Day). If the drake fails a saving throw, it can choose to succeed instead.
Multiattack. The drake can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the drake’s choice that is within 120 feet of the 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 drake’s Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). The drake inhales, absorbing the life force of creatures in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a successful one. When the Drake deals necrotic damage in this way, it regains hit points equal to the necrotic damage dealt.
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 drake regains spent legendary actions at the start of its turn.
Detect. The drake makes a Wisdom Perception check.
Tail Attack. The drake makes a tail attack.
Boil Blood (Costs 2 Actions). The drake releases a blood curdling screech. Each creature within 30 feet of the drake must succeed on a DC 21 Constitution saving throw or take 12 (2d6 + 5) Necrotic damage and become poisoned until the end of their next turn. When the Drake deals necrotic damage in this way, it regains hit points equal to the necrotic damage dealt.
Lair and Lair Actions
A Blood Drake’s Lair
A Scourge Drake's lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Bogs and frequented traveling paths are ideal locations, creating consistent food sources that limit escape.
Lair Actions
On initiative count 20 (losing initiative ties), the drake takes a lair action to cause one of the following effects; the drake can’t use the same effect two rounds in a row:
- Necrotic blood spews from a point on the ground the drake can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the drake. Each creature other than the drake on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- A crimson fog forms a cloud in a 20-foot-radius sphere centered on a point the drake can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its turn.
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