As durable as adamantine and as vicious as a rabid grizzly bear, drakutos are an unholy combination of beetle and dragon with a hatred for artificial structures that defies all reason. Designed to level entire cities, a drakuto is so durable most communities are better off fleeing their homes rather than facing it in battle. The creature’s incredible defenses are made all the more formidable by its relentless demeanor and powerful attacks, able to cleave through steel as though it were paper. Resembling giant beetles with dragon-like limbs and faces, drakutos burrow, fly, and crawl eagerly toward any structure they find until nothing but rubble remains.
DRAKUTO
Huge monstrosity, unaligned
Armor Class 21 (natural armor)
Hit Points 241 (21d12 + 105)
Speed 30 ft., burrow 20 ft., fly 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 8 (-1) | 21 (+5) | 7 (-2) | 18 (+4) | 1 (-5) |
Saving Throws Str +12, Con +10, Wis +9
Skills Athletics +17, Perception +9, Survival +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 19
Languages —
Challenge 14 (11,500 XP)
TRAITS
Armor Plating. The drakuto cannot be critically hit. Additionally, while the drakuto is benefiting from the Dodge action it gains a +5 bonus to its AC.
Crushing Grip. On each of its turns, the drakuto may take a bonus action to deal 35 (10d6) bludgeoning damage to anything it is grappling.
Spell Suppression. At the start of each of its turns, the drakuto can choose to suppress a single spell or magical effect of 6th level or lower currently affecting it, becoming immune to its effects. This benefit lasts until the end of the drakuto’s turn, at which point the spell or magical effect resumes (when applicable).
ACTIONS
Multiattack. The drakuto uses Charge and makes one attack, or makes two attacks.
Charge. The drakuto moves up to double its speed in a straight line. Creatures in its path must succeed on a DC 20 Dexterity saving throw or be trampled by the drakuto. A successful saving throw moves a creature to the nearest unoccupied space within 10 feet out of the drakuto’s path. On a failure (or if there are no nearby unoccupied spaces available), a creature takes 25 (4d8 + 7) bludgeoning damage and is knocked prone.
Headbutt. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or be stunned until the end of its next turn. Objects and structures take quadruple damage from this attack.
Pincer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage, and if the target is a creature, the drakuto may grapple it (escape DC 20). Until this grapple ends, the drakuto cannot use Pincer on another target.
REACTIONS
Indomitable. If the drakuto is on the ground and is pushed or pulled, it may take a reaction to prevent that movement.
Ref: TPKB1 p252