Water Drake [Dark Sun]

The most elusive drake of the desert world, a slim, blowhole-crowned hunter that guards hidden water, banishes the strongest intruder and shows humanoids no mercy at all.

Setting: Dark Sun · Sources: MC12 Dark Sun Appendix I - Terrors of the Desert

Appearance

Pale gray-blue and the slenderest of its family, the water drake has a blowhole set in the back of its head. All four of its feet are webbed and tipped with sharp triangular claws made for digging, gripping prey and raking. Its tail is narrower and flatter than other drakes', a superb paddle in water.

Combat

Caught on land, a water drake withdraws into its water and fights from there whenever possible. It often sends a psychic clone to scout trespassers, then tries psionic banishment on the strongest of them to rattle the rest. In melee it strikes fast and hard with claws (1d8+10) and jaws (4d6), and sweeps its tail (3d10) if enemies get on its flanks. Every 15 days it can gate a sphere of elemental water 30 feet across from the elemental plane of water.

Psionic sciences: banishment, clairvoyance, psychic clone, telekinesis, teleport and tower of iron will. Devotions: mind thrust and psionic crush on the attack; mental barrier and mind blank for defense; and body equilibrium, chameleon power, contact, control body, dimension walk, dimensional door, dream travel, ESP, invisibility, poison sense, psionic drain, time shift and wrench.

Habitat and Society

It is rarely seen because it hates what humankind has done to the world, and it wants nothing to do with people. It avoids most intruders, but any humanoid who enters its lair is killed without a second thought, for these drakes place no value whatever on humanoid lives. They settle by deep water where they can, and many guard tunnels leading to water filters buried far underground. A water drake smells water up to 15 miles away with a 95% chance to judge how much is there, and its webbed feet shift sand in great quantities.

Ecology

Water drakes like food that has soaked or been stored in water for a good while, though they will happily eat a freshly killed humanoid. They turn up across the desert world, but most live in the humid jungle borderlands.

More: Monsters starting with W · Dark Sun monsters · All monsters A-Z
Related: Air Drake [Dark Sun] · Drake [Mystara] · Drake Overview [Dark Sun] · Earth Drake [Dark Sun] · Fire Drake [Dark Sun] · Lesser Drake Overview [Dark Sun] · Lesser Magma Drake [Dark Sun] · Lesser Rain Drake [Dark Sun] · Lesser Silt Drake [Dark Sun] · Lesser Sun Drake [Dark Sun]

Statistics

Climate/TerrainAny
FrequencyVery rare
OrganizationSolitary
Activity CycleAny
DietCarnivore
IntelligenceSemi- (2-4)
TreasureSpecial
AlignmentNeutral
No. Appearing1
Armor Class-1
Movement12, Sw 15
Hit Dice20 (140 hit points)
THAC05
No. of Attacks4
Damage/Attack1-8+10/1-8+10/4-24/3-30
Special AttacksBite/Swallow, Elemental, Psionic, Tail Lash
Special DefensesPsionic
Magic ResistanceNil
SizeH (20'+ long)
MoraleFearless (19)
XP Value28,000

Psionics

LevelDis/Sci/DevAttack/DefenseScorePSPs
156/6/17 (24)PsC,MT/M-,MB,TW17150
D10Water Sphere Effect
1-3Solid ice - Anyone caught inside this sphere must save versus breath weapon or be frozen inside it. Individuals will take 1d4 points of cold damage per round and will suffocate unless rescued. Only psionics can be used by trapped individuals to free themselves. If not on a flat, solid surface, the sphere will begin to roll (6' movement per every 45-degrees of incline), unless on water, where it will float.
4-6Fresh water - As the sphere bursts, any creature caught within 30' of the sphere must save versus breath weapon or be knocked down by the rush of water. This will cause 1d6 points of damage.
7-9Boiling water.Same range as above; victims take 2d10 worth of burn damage (save for half of burn damage only).
10Steam.Same range as above; victims take 3d10 worth of burn damage as the steam expands.

Clairsentience - Science: clairvoyance; Devotion: poison sense.

Metapsionics - Science: psychic clone; Devotions: psionic drain, wrench.

Psychokinesis - Science: telekinesis; Devotion: control body.

Psychometabolism - Sciences: nil; Devotions: body equilibrium, chameleon power.

Psychoportation - Sciences: banishment, teleport; Devotions: dimensional door, dimension walk, dream travel, time shift.

Telepathy - Science: tower of iron will; Devotions: contact, ESP, invisibility, mental barrier, mind blank, mind thrust, psionic crush.

See also: Drake (the desert world), General Information