Drake, Water (CR 8)

Large Dragon (Aquatic and Water)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +17, and Spot +19
Languages: Draconic and Aquan


AC: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Hit Dice: 10d12+30 (95 hp)
Fort +10, Ref +10, Will +8
Speed: 30 ft., fly 80 ft. (poor), swim 30 ft.
Space: 10 ft./5 ft.
Base Attack +10; Grapple +19
Attack: Bite +14 melee
Full Attack: Bite +14 melee and 2 claws +12 melee and tail slap +12 melee
Damage: Bite 2d6+5, claw 1d8+2, tail slap 1d8+7
Special Attacks: Drench, water mastery
Abilities: Str 21, Dex 12, Con 17, Int 8, Wis 14, Cha 11
Special Qualities: Amphibious, immunity to magic sleep effects and paralysis
Feats: Alertness; Flyby Attack; Lightning Reflexes; Multiattack
Skills: Escape Artist +14, Hide +10*, Listen +17, Search +12, Sense Motive +15, Spot +19, and Swim +5
Advancement: 11-19 HD (Large); 20-29 HD (Huge); 30 HD (Gargantuan)
Climate/Terrain: Temperate aquatic
Organization: Solitary pair, or cete (3-6)
Treasure/Possessions: Standard

Source: Draconomicon

Elemental drakes are fierce creatures distantly related to wyverns, but with a heritage that derives from the Elemental Planes.

They resemble lithe, sinuous dragons with scale colorations and textures appropriate to their elemental legacy. Most measure about 12 feet from nose to tail.

Some jann breed and train elemental drakes as steeds.

Water drakes lay claim to areas of coastline or island chains, preying on sailors and any other creatures foolish enough to enter their territory.

A water drake's silver-blue scales appear more like those of a fish than a reptile, smooth and shimmering. Its sleek body cuts through the water with decent speed; however, it can't keep up with most other aquatic creatures, so it tends to remain at shallow depths so it can take to the air as needed.

Dragon turtles and water drakes often share similar territory though a lone drake is no match for such an opponent. Only groups of water drakes are brave enough to face a foe of such power. Water drakes hate bronze dragons, but fear them even more.

Water drakes speak Draconic and Aquan. Their speech is burbling and pleasant to the ear.

Combat

All elemental drakes share certain tendencies and tactics. They are all difficult to surprise. Once encountered, they use Flyby Attack to remain out of reach of their opponents as long as possible. Once engaged, they unleash deadly melee attacks without mercy. Their sinuous bodies allow them to focus all their attacks (including the tail slap) on any creature within their reach, even while airborne.

Water drakes prefer to fight their battles beneath the waves, to take advantage of their combat prowess there. They take wing only to snatch victims (such as off the deck of a ship), using Flyby Attack to grab a target and return to the water in a single swoop.

Drench (Ex): A water drake's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Large or smaller. The drake can dispel magical fire it touches as by a dispel magic spell cast by a sorcerer whose level equals the drake's HD.

Water Mastery (Ex): A water drake gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the drake is land-bound, the drake takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Amphibious (Ex): Although water drakes are aquatic, they can survive indefinitely on land.

Skills: A water drake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Water drakes have a +4 racial bonus on Spot checks. *They have a +4 racial bonus on Hide checks when submerged.