This sinuous, eel-like dragon swims gracefully through the water, its current shifting and roiling at the dragon’s command.
Riptide drakes are underwater predators who exert control over the flow of water and exploit this ability to aid in their hunts.
Cruel Seas. The drakes enjoy catching creatures unaccustomed to the underwater environment off guard. They delight in battering and disorienting their prey and watch as their victims drown or become lost in the deep. The carnivorous dragons feast on the bloated corpses of creatures that have succumbed to the dangers of the sea.
Desirous of Leadership. Riptide drakes seek worthy leaders and grow bored without direction. They follow powerful aquatic dragons, dragon turtles, or watery fiends. A riptide drake remains faithful to its superior, unless the leader betrays them, driving the creature to seek terrible vengeance and new leadership.
Riptide Drake
Large Dragon, Lawful EvilArmor Class 17 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 20 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 9 (-1) | 20 (+5) | 11 (+0) | 16 (+3) | 10 (+0) |
Saving Throws Dex +3
Skills Athletics +10, Perception +7, Survival +7
Damage Resistances cold
Damage Immunities poison
Condition Immunities paralyzed, poisoned, unconscious
Senses blindsight 120 ft., darkvision 60 ft., passive Perception 17
Languages Aquan, Draconic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Amphibious. The riptide drake can breathe air and water.
Echolocation. The riptide drake can’t use its blindsight while deafened or out of the water.
Underwater Camouflage. The riptide drake has advantage on Dexterity (Stealth) checks while underwater.
Actions
Multiattack. The riptide drake makes three Sonic Pulse attacks or one Bite attack and two Slam attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Sonic Pulse. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) thunder damage. The riptide drake can use this action only while underwater.
Buffeting Blast (Recharge 5–6). The riptide drake exhales a powerful stream of water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 38 (7d10) bludgeoning damage and becomes disoriented for 1 minute. On a success, a creature takes half the damage and isn’t disoriented. When a disoriented creature moves, it moves in a random direction. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Manipulate Currents. While underwater, the riptide drake can change the flow of water within 60 feet of it. It can choose one of the following effects, which lasts until the start of its next turn.
- A 20-foot cube of rushing water forms on a point the 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 succeed on a DC 17 Strength saving throw or be pushed out of the cube directly away from the riptide drake.
- The current shoots in a 60-foot-long, 10-foot-wide line from the drake in a direction it chooses. Each creature in the area must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the drake in a direction following the line.
- The drake takes the Dash action.





