Deep Drake 2014
CR 9 dragon
Large dragon, Chaotic Evil
The drake has advantage on saving throws against spells and other magical effects.
While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The drake makes one Bite attack, two Claw attacks, and one Stinger attack.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.
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 1 minute. A poisoned creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 (2d6) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action.
The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) necrotic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned.
Other versions
Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details