Kelp Drake
Medium Dragon, neutral evil (CR 3)Armor Class 15 natural armor
Hit Points 60 (8d8+24)
Speed 20 ft., swim 50 ft.
18 (+4)
14 (+2)
16 (+3)
7 (-2)
12 (+1)
10 (+0)
Skills athletics 6, perception 3, stealth 4
Senses darkvision 60 ft., passive Perception 13
Languages Draconic
Challenge Rating 3
Actions
Multiattack.
The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Deathroll.
The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn’t stunned. The kelp drake can use this action only if both itself and the target are immersed in water.
Binding Bile (Recharge 6).
The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn’t restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage).
sizeMedium
typeDragon
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr3
reactions
legendary_desc
legendary_actions
special_abilitiesname: Aggressive,desc: As a bonus action, the drake can move up to its speed toward a hostile creature that it can see.,name: Limited Amphibiousness,desc: The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation.
spell_list
page_no227
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 227