Deep Drake
Large Dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 150 (20d10+40)
Speed fly +100, walk +50, climb +30
Challenge 9
Saving Throws con +6, dex +8
Skills insight +6, athletics +9, perception +6
Damage Immunities necrotic
Condition Immunities paralyzed, unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
Languages Common, Darakhul, Draconic, Undercommon
Special Abilities
Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The drake makes one bite attack, two claw attacks, and one stinger attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.
Breath Weapon (Recharge 5-6). A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.
Source: Tome of Beasts · OGL/Open