Kryx RPGThemesCreatures

Black Guard Drake

Medium dragon
Challenge
2

STR
3
DEX
2
CON
3
INT
−3
WIS
0
CHA
−2

52
7d8+21
18
Soak
1
Fort
+4
Ref
+3
Will
−1
Defense note natural armor
Damage resistances acid

Speed 5 m., swim 5 m.
Skills Insight +0 (11), Perception +2 (13), Primal +2 (13)
Senses darkvision 10 m.
Languages understands Draconic but can’t speak it

Amphibious. The guard drake can breathe air and water.

Maneuvers. The black guard drake uses maneuvers (maneuver save DC 13). It has 3 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, fearsome beast, knockback (Tail only), spring attack, stalking shadow, swipe (Claw only)

Spellcasting. The black guard drake uses Primal (Cha) to cast spells (spell save DC 8, +0 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will): gloom

1 mana: acidic spray, corrosive consumption, darkness, eruptive pustule, shadow jaunt, shadow veil

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 7 (1d8 + 3) piercing damage.

Tail (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) bludgeoning damage.

Swamp, Urbanvgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.