Sanddrift Drake
The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey._ Found in the hottest d
- Armor class
- 16
- Hit points
- 102
- Challenge
- 6
- Creature type
- Dragon
- Size
- Large
- Alignment
- neutral
The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey._
Found in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands.
Burrowing Hunter. The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey.
Paralytic Poison. The drake’s bite holds a paralytic poison, which it uses to separate its prey from a group or herd.
Stat block
- Cha
- 7
- Con
- 17
- Dex
- 19
- Int
- 7
- Str
- 13
- Wis
- 15
- Speed
- Walk: 40; Climb: 20; Burrow: 40
- Senses
- darkvision 60 ft., tremorsense 30 ft., passive Perception 15
- Skills
- Stealth: 7; Survival: 5; Perception: 5
- Actions
- Multiattack. The drake makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is halved for 1 minute. If the target's speed is already halved and it fails the saving throw, it is paralyzed for 1 minute instead. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Heatwave Breath (Recharge 6). The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion.
- Languages
- Draconic
- Damage immunities
- fire
- Special abilities
- Desert Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
- Sand Glide. The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn't disturb the material it moves through.
- Damage resistances
- poison
- Condition immunities
- blinded
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).