b'Riptide Drake \n'b'  Family:   Drake  \n'b'  Large   dragon ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  231 (22d10 + 110)  Speed  20 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX:  9 (\xe2\x80\x931)  CON:  20 (+5)  INT:  11 (+0)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The riptide  drake  can breathe air and water. \n'b'  Echolocation . The riptide  drake  can\xe2\x80\x99t use its blindsight while  deafened  or out of the water. \n'b'  Underwater Camouflage . The riptide  drake  has advantage on  Dexterity  ( Stealth ) checks while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The riptide  drake  makes three Sonic Pulse attacks or one Bite  attack  and two Slam attacks. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 24 (4d8 + 6) piercing damage. \n'b'  Slam .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 20 (4d6 + 6) bludgeoning damage. \n'b'  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. \n'b'  Buffeting Blast (Recharge 5\xe2\x80\x936) . 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\xe2\x80\x99t 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. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  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\xe2\x80\x99s 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. \n'b' The  drake  takes the  Dash  action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shepherd  drake  makes one Ram  attack  and two Claw attacks. \n'b'  Ram .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) bludgeoning damage. \n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  Charm Animals . The  drake  charms any number of Beasts with an  Intelligence  of 3 or less that it can see within 30 feet of it. Each target must succeed on a DC 15  Wisdom  saving throw or be magically  charmed  for 1 hour.  Charmed  targets obey the  drake\xe2\x80\x99s  verbal commands. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the  drake\xe2\x80\x99s  Charm Animals for the next 24 hours. \n'b'  Breath Weapons (Recharge 5\xe2\x80\x936) . The  drake  uses one of the following breath weapons:\n'b'\n'b'\n'b'  Calming Breath . The  drake  breathes a cloud of soothing gas around itself. Each creature within 30 feet of the  drake  must succeed on a DC 15  Charisma  saving throw or become indifferent about creatures that it is hostile toward within 100 feet of the  drake  for 1 hour. This indifference ends if the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed. In addition,  frightened  creatures within 30 feet of the  drake  are no longer  frightened . \n'b'  Protective Roar . The  drake  releases a roar in a 30-foot cone. Each hostile creature in the area must make a DC 15  Constitution  saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. Each friendly Beast in the area gains 5 (1d10)  temporary hp , or 11 (2d10)  temporary hp  if it is  charmed  by the  drake . \n'b'\n'b' REACTIONS \n'b'\n'b'  Shepherd\xe2\x80\x99s Safeguard . When a Beast within 30 feet of the  drake  would be hit by an  attack , the  drake  can chirp, and the beast adds 3 to its AC against the  attack . To do so, the  drake  must see the attacker and the Beast. \n'b'\n'b' ABOUT \n'b' This sinuous, eel-like dragon swims gracefully through the water, its current shifting and roiling at the dragon\xe2\x80\x99s  command . \n'b' Riptide drakes are underwater predators who exert control over the flow of water and exploit this ability to  aid  in their hunts. \n'b'  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. \n'b'  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.'