Sanddrift Drake

Large Dragon, neutral

Armor Class 16 (natural armor)

Hit Points 102 (12d10+36)

Speed walk +40, climb +20, burrow +40

Challenge 6

STR
13
+1
DEX
19
+4
CON
17
+3
INT
7
-2
WIS
15
+2
CHA
7
-2

Skills stealth +7, survival +5, perception +5

Damage Resistances poison

Damage Immunities fire

Condition Immunities blinded

Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15

Languages Draconic

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.

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.

Source: Tome of Beasts 2 · OGL/Open