Drake, Riptide
Large Dragon, lawful evil
Armor Class 17 (natural armor)
Hit Points 231 (22d10+110)
Speed swim +60, walk +20
Challenge 11
Saving Throws dex +3
Skills perception +3
Damage Resistances cold
Damage Immunities poison
Condition Immunities paralyzed, poisoned, unconscious
Senses blindsight 120', darkvision 60', passive Perception 17
Languages Aquan, Draconic
Special Abilities
Amphibious. Can breathe air and water.
Echolocation. Can't use its blindsight while deafened or out of water.
Underwater Camouflage. Advantage: Dex (Stealth) underwater.
Actions
Multiattack. Three Sonic Pulses or one Bite and two Slams.
Bite. Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage.
Slam. Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage.
Sonic Pulse. Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater.
Buffeting Blast (Recharge 5-6). Exhales powerful stream of water in 60' line × 5 ft. wide. Each creature in line: 38 (7d10) bludgeoning damage and becomes disoriented for 1 min (DC 17 Dex half damage not disoriented). When a disoriented creature moves it moves in a random direction. It can re-save at end of each of its turns success ends effect on itself.
Bonus Actions
Manipulate Currents. While underwater changes water flow within 60' of it. Chooses one of below which lasts until start of its next turn.A 20' cube of rushing water forms on a point drake can see in the water. The cube's space is difficult terrain and a creature that starts its turn swimming in the area must make DC 17 Str save or be pushed out of the cube directly away from drake.The current shoots in a 60' long 10 ft. wide line from drake in a direction it chooses. Each creature in area: pushed up to 15 ft. away from drake in a direction following the line (DC 17 Str negates).The drake takes the Dash action.
Source: Tome of Beasts 3 · OGL/Open