Shadowstrike Thunderdrake - AI-generated fantasy Monster

Shadowstrike Thunderdrake

Threshold clans tell that the first Shadowstrike Thunderdrakes were born where a lightning bolt struck a tear between worlds during a moonless storm. Whether bred, engineered, or called from the dark between seconds, they are now revered as elite partners rather than mounts. A bonded drake does not obey like a horse. It chooses, judges, and remembers, and those who earn its trust are said to travel between shadows as if the night itself had grown wings.

Hugemonstrosity(dragon)CR 30Usually lawful neutral

Shadowstrike Thunderdrake

dragonmountstealthshadowlightningflyinglegendarybossplanarrideable
HP615AC25SPDwalk 50 ft., fly 90 ft. (hover), climb 40 ft., shadowstep 200 ft. through dim light or darkness, carrying one willing rider, can take off or land without provoking opportunity attacksCR30PerceptionStealthAcrobaticsAthleticsInsight
STR
30
DEX
20
save
CON
30
save
INT
18
WIS
18
save
CHA
16
save
Shadow Cunning. The drake has advantage on Dexterity (Stealth) checks made in dim light or darkness, and it can attempt to hide even when only lightly obscured if it is moving no more than half its speed.
Pantherine Agility. The drake can take the Dash, Disengage, or Hide action as a bonus action, and opportunity attacks against it are made with disadvantage if it moved at least 20 feet before leaving a creature's reach.
Dimensional Awareness. The drake is aware of teleportation, planar breaches, and active threshold anchors within 1 mile of it if it is not blinded, deafened, or incapacitated. It knows the direction of the anomaly but not its exact location unless it can see it.
Illusion-Piercing Vision. The drake can see invisible creatures and objects, automatically discerns illusions for what they are, and sees into the Ethereal Plane within 120 feet.
Silent Glider. The drake can move through a space as narrow as 1 foot wide without squeezing if it is at least Large, and it ignores nonmagical difficult terrain created by undergrowth, rubble, or broken masonry.
Stormheart Surge. If the drake starts its turn adjacent to its bonded rider and the rider is not incapacitated, both gain 20 temporary hit points, the drake's speed doubles until the start of its next turn, and its breath weapon recharges. This trait can trigger only once per combat unless the rider is reduced to 0 hit points, in which case it can trigger again at the DM's discretion.
Multiattack. The drake makes three attacks: one with its Bite, one with its Thunderlash Tail, and one with its Talons. It can replace its Bite with Volt-Pounce if it moved at least 40 feet straight toward a target this turn.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 22 () piercing damage plus 18 () lightning damage plus 18 () necrotic damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone. If the target is prone, the drake can move up to half its speed without provoking opportunity attacks from that target.
Thunderlash Tail. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 19 () slashing damage plus 13 () lightning damage, and the target must succeed on a Strength saving throw or be pushed up to 20 feet in a direction of the drake's choice and cannot take reactions until the start of its next turn.
Talons. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () slashing damage plus 13 () lightning damage. If the target is a creature, it must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Volt-Pounce. If the drake moved at least 40 feet straight toward a creature and then hit it with a Bite attack on the same turn, the target takes an extra 45 () lightning damage and must succeed on a Dexterity saving throw or be stunned until the end of its next turn. The drake can then fly up to 20 feet without provoking opportunity attacks.
Shadow-Lantern Breath. Recharge 5-6. The drake exhales a 120-foot-long, 15-foot-wide line of crackling shadow-lightning. Each creature in that line must make a Dexterity saving throw, taking 88 () lightning damage plus 44 () necrotic damage on a failed save, or half as much damage on a successful one. A creature wearing or carrying metal armor or a metal shield has disadvantage on this saving throw. The line lightly obscures its path until the start of the drake's next turn.
Phase Flicker. When the drake is hit by an attack, it halves the damage from that attack, then moves up to 20 feet to an unoccupied space it can see in dim light or darkness. If it ends this movement adjacent to its rider, the rider gains half cover until the start of the drake's next turn.
Dimensional Snarl. When a creature the drake can see teleports, turns invisible, or creates a major illusion within 120 feet of it, the drake immediately senses the disturbance. It can move up to 20 feet toward the source without provoking opportunity attacks, and if it reaches the source it has advantage on the next attack roll it makes against that creature before the end of its next turn.
Shadow Drift. The drake moves up to half its flying speed without provoking opportunity attacks.
Tail Strike. The drake makes one Thunderlash Tail attack.
Shadowstep Flight (Costs 2 Actions). The drake teleports up to 60 feet to an unoccupied space it can see in dim light or darkness. If it teleports adjacent to a rider or ally it is protecting, that creature can also move up to 30 feet to a space within 5 feet of the drake without provoking opportunity attacks.
Stormheart Surge (Costs 3 Actions). The drake channels the Stormheart Surge. Until the end of its next turn, it gains advantage on attack rolls, its speed doubles, it can use Volt-Pounce even if it did not move 40 feet straight this turn, and if its breath weapon is expended it immediately recharges. This legendary action can be used only once per encounter unless the drake is defending its bonded rider, in which case the DM may allow it again if dramatically appropriate.
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