Amphibious: The Drake can breathe water and air.
Legendary Resistance(3/Day): If the Drake fails a Saving Throw, it can choose to succeed instead.
Petrifying Gaze: If a creature starts its turn within 60 feet of this Drake and they can see each other, the Drake can force the creature to make a DC 18 Constitution Saving Throw. On a failed save, the creature is Restrained as it begins to turn to stone. It must repeat the saving throw at the end of its next turn. On a success, the effect ends; on a failure, the creature is Petrified until freed by magics.
Multiattack: the Drake uses its Frightful Presence. It then makes 3 attacks: one with its bite and 2 with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit 17 (2D10+6) slashing damage.
Claw: Melee Weapon Attack: +11 to hit, reach 5 feet, one target. Hit: 13 (2D6+6) slashing damage.
Acid Breath (recharge 5-6): The Drake exhales acid in a 60 foot line (5 feet wide). Each creature in line must make a DC 18 Dexterity saving throw, taking 54 (12D8) acid damage on a failed save, or half as much on a successful save.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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 swamp doesn't always swallow you; sometimes it preserves you in stone. If you see eyes glowing like rot-light in the mist, don't look. Run." --- Gnorrin Gnomer Gnomerian.
The Argentus - Obsidius Dracolisk is a terrifying hybrid often found guarding the corrupted volcanic marshes near Mount Ruin. They are known for making "Stone Gardens" of petrified creatures/adventurers that have dared to cross the Dead Valley in defiance of the Lord of Ruin's decree.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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