b'Drake, Deep \n'b'  Family:   Drake  \n'b'  Large   dragon ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  150 (20d10 + 40)  Speed  40 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX:  19 (+4)  CON:  14 (+2)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Con  +6  Skills   Athletics  +9,  Insight  +6,  Perception  +6  Damage Immunities  necrotic  Condition Immunities   paralyzed   Senses  blindsight 60 ft., darkvision 120 ft., passive  Perception  16  Languages  Common, Darakhul, Draconic, Undercommon  Challenge  9 (5,000 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The drake has advantage on saving throws against spells and other magical effects. \n'b'  Sunlight Sensitivity . While in sunlight, the drake has disadvantage on  attack  rolls, as well as on  Wisdom  (Perception) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The drake makes one Bite attack, two Claw attacks, and one Stinger attack. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 16 (2d10 + 5) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft, one target.  Hit : 12 (2d6 + 5) slashing damage. \n'b'  Stinger .  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. \n'b'  Enervating Breath (Recharge 5\xe2\x80\x936) . 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\xe2\x80\x99t  stunned . \n'b'\n'b' ABOUT \n'b' This large, unnerving drake\xe2\x80\x99s glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail. \n'b'  Friend to Ghouls . The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes\xe2\x80\x99 poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake. \n'b'  Love Darkness . Deep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark. They love life underground, and they feel a kinship with the aberrations and undead residing there. They avoid sunlight and are strictly nocturnal when on the surface. \n'b'  Few in Number . A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10\xe2\x80\x9320 years, the drakes reproduce, resulting in three or four threefoot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A \xe2\x80\x9chousehold drake\xe2\x80\x9d is a great status symbol in some deep places, and surface necromancers who have heard of them are often eager to acquire one.'