Elemental Drake, Scion of the Primal Tempest
Unleash chaos with the Elemental Drake — a shape-shifting, multi-elemental terror that incinerates, freezes, shocks, or dissolves anything in its path!

An Elemental Drake is a dazzling, two-legged dragonic creature standing nearly 17 feet tall and weighing close to 2,000 pounds. Its scales shift fluidly through a kaleidoscope of red, blue, green, and white hues—never still, never predictable. A shimmering miasma of raw energy crackles around its head and limbs, forming flickers of flame, rivulets of acid, arcs of lightning, or glistening frost depending on its volatile elemental state. Its eyes blaze with untamed power, lacking pupils, glowing with a searing intensity that reflects the element it currently channels. Wings like jagged glass fans beat the air with violent bursts, carrying it with terrifying speed.
Behaviour
Unpredictable and aggressive, Elemental Drakes are driven by instinct more than intellect. They exhibit erratic patterns of movement, flaring into violence or withdrawing in eerie calm without clear cause. While capable of speech and basic reasoning, their thoughts follow non-linear paths, making them alien in conversation and treacherous in parley. They are especially reactive to arcane magic, seeing spellcasters as rivals or prey. Despite their primal behavior, Elemental Drakes possess a cunning battlefield awareness—retreating when gravely wounded only to stalk their foes with merciless patience for days before striking anew.
Habitat
Elemental Drakes are nomadic apex predators that can survive in nearly any environment. They are most often found near elemental convergence zones—where ley lines cross, volcanic vents meet glaciers, or thunderstorms rage eternally. However, their adaptability allows them to lair in mountains, deep forests, desert canyons, or even submerged ruins. They favor high ground or deep dens and often sculpt their lairs with breath-fueled blasts, creating jagged, multicolored crystalline caverns. Some regions see these creatures as omens of upheaval or ecological imbalance.
Modus Operandi
Elemental Drakes are ambush predators. They isolate stragglers from traveling parties or wait for signs of weakness—magical exhaustion, disorganization, or distraction. Using their elemental breath to soften up prey, they dive into melee with devastating force and tail slaps. Each round, their breath weapon changes its elemental type randomly, making them highly unpredictable opponents. When facing a prepared or magically potent foe, they shift tactics: disabling spellcasters first, then circling back for cleanup. If driven off, they do not forget. A wounded Elemental Drake becomes a haunting presence—silently trailing survivors, striking when they are least ready.
Motivation
Elemental Drakes are embodiments of chaos given form. They are not evil, but neither are they benevolent—they are vessels of raw, shifting primal force seeking outlets. Most act out of instinct, compelled by surges of internal elemental imbalance. Some are drawn to sites of magical disturbance or powerful relics, as if magnetized by their resonance. Others seek to carve out dominions where elemental energy flows freely. Rumors tell of ancient arcanists attempting to bind or harness these creatures, often with catastrophic results. Despite their volatile nature, rare individuals have been known to ally with those who respect and channel elemental forces with reverence rather than control.
Elemental Drake 5e
Elemental Drake, Pathfinder
Elemental Drake
Large Dragon (Outsider, Elemental, Chaotic Neutral)
Challenge: 8 (3,900 XP) • Proficiency Bonus: +3
Armor Class 17 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., fly 60 ft. (hover), swim 40 ft., burrow 20 ft. (snow only)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 16 (+3) | 16 (+3) | 10 (+0) | 14 (+2) | 15 (+2) |
Saving Throws
Dex +6, Con +6, Wis +5
Skills
Perception +8, Stealth +6, Arcana +3, Intimidation +5, Survival +5
Damage Resistances
Acid, Cold, Fire, Lightning
Damage Immunities
Force
Condition Immunities
Charmed, Paralyzed, Sleep
Senses
Darkvision 60 ft., Tremorsense 30 ft. (snow only), Passive Perception 18
Languages
Draconic; understands Common but does not speak
Innate Chaos.
At the start of each of the drake’s turns, roll a d6 to determine its current elemental affinity:
Roll | Element |
---|---|
1 | No breath weapon this turn; bite gains 1d6 necrotic (bleed) damage |
2 | Acid |
3 | Cold |
4 | Lightning |
5 | Fire |
6 | Force (breath weapon ignores resistance and immunity) |
This affinity determines the damage type for its breath weapon, aura, and certain abilities.
Elemental Aura (Elemental, Aura)
A 10-foot aura of shifting elemental energy surrounds the drake. Any creature that starts its turn within this radius must succeed on a DC 14 Constitution saving throw, taking 5 (1d10) damage of the drake’s current element on a failed save, or half as much on a success.
Actions
Multiattack.
The drake makes two attacks: one with its Bite and one with its Tail Slap.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) force damage.
- If the drake’s breath weapon is unavailable this turn (rolled a 1), the bite deals an additional 1d6 necrotic (bleed) damage at the start of each of the target’s turns until magically healed or stabilized.
Tail Slap. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone.
Elemental Breath (Recharge 5–6).
The drake exhales a volatile orb of energy at a point it can see within 60 feet. The orb detonates in a 20-foot-radius sphere.
Each creature in the area must make a DC 16 Dexterity saving throw, taking 31 (9d6) damage of the drake’s current element on a failed save, or half as much on a success.
- If the result is force (roll of 6), this damage ignores resistance and immunity.
Bonus Actions
Speed Surge (Recharge 4–6).
The drake propels itself in a burst of raw elemental force. It may immediately move up to half its flying speed without provoking opportunity attacks. It may move through the space of Medium or smaller creatures, dealing 5 (1d10) damage of its current element to each.
Tactics
The Elemental Drake is a cunning and relentless predator. It initiates combat by blasting tightly grouped enemies with its breath weapon. Spellcasters are prioritized targets, viewed as threats to its chaotic essence. If the drake is reduced below 30 hit points, it disengages using Speed Surge, retreating to safety. It often returns 1d4 + 1 days later to ambush weakened survivors, especially those who rely on elemental magic.
Optional: Lair Actions
When encountered in its lair—a site of elemental instability—the Elemental Drake can take one lair action on initiative count 20 (losing initiative ties):
- Elemental Pulse. The ground in a 20-foot radius surges with chaotic energy. Roll 1d4 to determine the element (1—acid, 2—cold, 3—lightning, 4—fire). Each creature in the area takes 2d6 damage of the rolled type.
- Flickering Rift. A temporary rift in the elemental plane opens. Creatures within 10 feet must succeed on a DC 15 Dexterity saving throw or be teleported 30 feet in a random direction.
- Elemental Phase. The drake becomes partially incorporeal until the start of the next round, gaining resistance to all damage except force.
Legendary Variant: Elemental Tyrant (CR 12)
Ancient drakes may become Elemental Tyrants. They gain:
- Legendary Resistance (3/day)
- May choose their elemental affinity each turn
- HP: 198 (18d10 + 90)
- AC: 19
- Add a third attack to Multiattack
Elemental Drake
The scales of this two-legged dragon are a cascade of red, blue, green, and white hues that shift from one color to the next. A miasma of energy surrounds its powerful jaws and with each breath it takes a bit of something primal spills forth—acid, flame, frost, or lightning.
Elemental Drake CR 8
XP 4,800
CN Large dragon outsider (native)
Init +7; Senses darkvision 60 ft., low-light vision, scent, snow vision; Perception +11
DEFENSE
AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, –1 size)
hp 103 (9d12+45)
Fort +11, Ref +9, Will +7; DR 2/—; Immune sleep, paralysis; Resist acid 15, cold 15, electricity 15, fire 15
OFFENSE
Speed 30 ft., burrow 30 ft. (snow only), fly 60 ft. (good), swim 40 ft.
Melee bite +15 (2d6+10 plus 1d6 force) and tail slap +10 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks elemental breath (20-ft. radius within 60 ft., 9d6 elemental damage, DC 20 halves)
TACTICS
Before Combat Elemental drakes target lone travelers or wait for a straggler to lag behind a group.
During Combat Elemental drakes use their breath weapon as often as possible but when opponents reveal themselves as spellcasters, they target those enemies specifically with bite and tail slap attacks.
Morale Elemental drakes retreat when reduced to 20 hp or less, tracking enemies for 1d4+2 days before attacking again.
STATISTICS
Str 24, Dex 16, Con 20, Int 10, Wis 13, Cha 15
Base Atk +9; CMB +17; CMD 31 (cannot be tripped)
Feats Dodge, Flyby Attack, Improved Initiative, Improved Natural Weapon (tail slap), Power Attack
Skills Acrobatics +11, Bluff +14, Fly +13, Intimidate +10, Perception +11, Sense Motive +8, Spellcraft +7, Stealth +7, Survival +8, Swim +19, Use Magic Device +10
Languages Common, Draconic
SQ amphibious, speed surge
SPECIAL ABILITIES
Elemental Breath (Su)
Elemental drakes are suffused with the power of all four of the basic elements, granting them impressive offensive abilities that shift and change every passing moment.
At the start of a round an elemental drake rolls 1d6 to determine the type of energy damage its breath weapon deals: 2: acid, 3: cold, 4: electricity, 5: fire, 6: force (on a roll of 1 it does not function for that round, but the elemental drake’s bite is more potent).
On rounds where it can use its elemental breath weapon, the elemental drake spends a standard action (that does not provoke attacks of opportunity) to breathe a ball of energy at a point within 60 ft., dealing 9d6 energy damage (DC 20 half) to all creature in a 20-ft.-radius spread. The Reflex save is Constitution-based and functions underwater.
Forceful Bite (Su)
An elemental drake’s bite attack deals +1d6 force damage. On any rounds it is unable to use its elemental breath, the elemental drake’s bite attack also deals 1d6 bleed damage.
ECOLOGY
Environment any
Organization solitary, pair, rampage (3–12), or maelstrom (16–30)
Treasure double
After being first sighted centuries ago they have become a nascent terror of the skies and open bounties for their capture (preferably alive, a daunting task) are constantly being posted by scholastic institutions and arcane researchers. Incredibly adaptive and lethal, elemental drakes can lair anywhere and many have flown to other lands, some convincing lesser creatures that they are dragons—amassing great hordes and many followers before coming to the attention of a true dragon, often leading to a scourge on the territory (after the elemental drake makes a hasty flight to a new realm).
Elemental drakes are slightly larger than other drakes but sleeker, reaching heights of nearly 17 feet and weighing upward of 2,000 pounds.
Section 15: Copyright Notice
Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson