Runarcana

Part 4 · Monsters & Creatures

Cloud Drake

With thick fur that protects it from the cold, this dragon can reach much higher altitudes than most others. Energetic yet elusive, these dragons are usually spotted high above, their wings cutting through the clouds as they leap between gusts of wind.

Dragons have the ability to fly by nature, but only one of the many types of these winged beasts has mastery of the skies precise enough to earn the name Cloud Drake. These dragons’ bodies are more agile and lighter than others, especially in flight, a result of the combination of their unique body structure, aerodynamic down, and elemental essence.

But don’t think their lightness makes them weaker than the rest; the mobility of Cloud Drakes is their main hunting tool, using their agility and stealth to suddenly emerge from the clouds in a lethal dive toward their prey. If that’s not enough to understand the ferocity of these beings, know that the title of Cloud Drake doesn’t come only from having the sky as their home; there’s a second factor that earned them the name: their ability to breathe powerful, devastating bolts of electricity.

The oldest Cloud Drakes change the weather of the entire region around their nests to have even more clouds to hide in, turning these locations into places where an apparent storm and constant lightning claim the lives of the unwary, though the more experienced recognize the subtle difference between ordinary thunder and the roar of a furious dragon.

Lair

A Cloud Drake’s nest is always in an elevated location, such as a cave at a mountain peak or even a space between the canopies of particularly tall and wide trees, allowing them to quickly ascend above the clouds unseen, facilitating and expanding their ambush possibilities.

In addition to choosing locations that are difficult to access for creatures without flying or climbing abilities, these locations become highly cloud-covered, with fog and heavy clouds throughout the area.

Regional Effects

When an Adult or Elder Cloud Drake settles its nest, its elemental energy alters the region within a 1-mile radius of the nest with the following effects:

  • The area becomes covered by heavy clouds and dense fog. Creatures that have the Aeolian Spirit rune have advantage on Stealth checks within this area, while creatures that don’t have this rune have disadvantage on Perception checks that rely on sight.
  • When a creature takes a short, long, or full rest within the area, roll 1d100. On a result of 30 or lower, 7 (3d4) creatures appear, interrupting the rest.
  • The population of creatures with a flying speed in the area increases considerably

In addition to these effects, if the Nest’s owner is an Elder, it has an additional effect:

  • The territory’s clouds become charged. Whenever a creature that doesn’t have resistance, immunity, or absorption to Electric damage takes that type of damage, it gains 1 Exposure to that damage type, accumulating up to 20 Exposure to Electric damage this way.

The regional effects fade gradually over 1d10 days after the Cloud Drake that inhabits the Nest is killed, destroyed, or driven away.

Lair Actions

A Cloud Drake’s Nest can take certain lair actions in combat. The Nest doesn’t follow the Initiative rules for creatures; instead of rolling Initiative at the start of combat, the Nest’s Initiative is always 20, losing any Initiative ties.

During combat, the Nest can take the following lair actions:

  • Call for Aid. The Cloud Drake lets out a warning roar. Doing this brings 3 (1d6) Cloud Drake Hatchlings to its aid, appearing within 30 feet of it at the start of the next round, acting on the lair’s turn.
  • Weaken Defenses. The area’s clouds envelop a target in highly conductive mist. A creature within 15 feet of the Cloud Drake gains vulnerability to Electric damage until the end of the next round. If the creature has some degree of resistance, that resistance is decreased by one degree instead.
  • Lurk in the Clouds. The Cloud Drake can Hide among the clouds or in the region’s mist. On a success, the Cloud Drake’s next attack has its critical range reduced by 2 (Adult) or 3 (Elder) and its critical multiplier increased by 1.
  • Draconic Breath. If it has used its breath weapon, the Cloud Drake rolls its recharge again, potentially recovering a use of its breath weapon this way.

Rewards

A Cloud Drake’s Nest may contain parts from birds of CR 10 (Adult) / 12 (Elder) or lower, as well as any rare component that can be found in environments like the Nest’s (mountains or forests).

In addition, certain body parts of a Cloud Drake can be obtained after it’s dissected and used for various purposes. Hatchlings and Young ones have horns, claws, fangs, and down, while Adults and Elders have an Elemental Core in addition to the previous ones.

Item Crafting

Materials obtained from a Cloud Drake’s body have magical properties tied to the nature of these beasts. Each material from a Cloud Drake grants a specific effect when used to craft items, in exchange for an increase in the difficulty of crafting them:

  • The Horns, Claws, and Fangs of Cloud Drakes can be used by an individual with the Weaponsmith Craft to craft weapons.

    • When using these materials to craft weapons, the crafting DC increases by a value equal to the proficiency bonus of the Cloud Drake the materials came from; in exchange, the resulting weapon gains an attack and damage bonus equal to half that value.
  • The Down of Cloud Drakes can be used by a Fashionista to craft fabrics or clothing, or by an Armorer to craft Padded armor or a Hide Jerkin.

    • When using this material to craft fabrics or clothing, the resulting garment grants advantage on Stealth checks amid mountainous terrain, fog, or clouds.
    • When using this material to craft armor, the crafting DC increases by a value equal to the proficiency bonus of the Cloud Drake the materials came from; in exchange, the resulting armor gains an AC bonus equal to half that value.
    • If crafting a Hide Jerkin, it has the same bonus to its DR; if crafting Padded armor, it doesn’t grant disadvantage on Stealth checks.
  • The Elemental Core of a Cloud Drake is a special material that can be used by an Enchanter both to craft a special mana crystal and to enhance items made from other Cloud Drake materials:

    • The Elemental Core can be used as a Rare (Adult) / Very Rare (Elder) crystal to craft a Mana Crystal. When using the Elemental Core this way, the crafting DC increases by a value equal to the proficiency bonus of the Cloud Drake the Core came from; in exchange, the resulting Mana Crystal can be used as an arcane focus: crystal, granting any creature that uses it the ability to spend the crystal’s mana points (or its own mana points, if it has any) to cast the Feather Fall or Crackling Ray spells. When using the core of an Elder Cloud Drake, it’s also possible to cast the Lightning Bolt spell. The spellcasting attribute for these spells is Intelligence.
    • The Elemental Core can be fused to an item made from Cloud Drake materials through the Elemental Fusion Formula; the fusion DC is 8 + twice the proficiency bonus of the Cloud Drake the Core came from.
      • When fusing the Elemental Core to a weapon, the weapon deals 1d10 (Adult) / 1d12 (Elder) additional Plasmic damage on its attacks.
      • When fusing the Elemental Core to armor, it grants resistance (Adult) / immunity (Elder) to Plasmic damage to whoever wears it.
      • When fusing the Elemental Core to garments or clothing, a creature wearing them is constantly under the effect of the Feather Fall spell. In addition, if the Core is from an Elder, the creature wearing the garments can cast the Freedom of Movement spell on itself up to 3 times per full rest.
Cloud Drake
Cloud Drake

Cloud Drake Sheets

Hatchling

Cloud Drake Hatchling

CategorySoldier
CR6

Dragon, Medium

HP87 (18d8+6)
AC17
DR
Proficiency+3
Initiative+3
Attributes
STR: 100
DEX: 16+3
CON: 14+2
INT: 8-1
WIS: 12+1
CHA: 110
Additional
Senses
Blindsight 60 feet, Passive perception 11
Speed
20 feet walking, 50 feet flying
Skills
Acrobatics +6, Stealth +6, Intimidation +3
Languages
Draconic
Experience
Collective575
Individual216

Saving Throws: Dexterity +6, Constitution +3

Damage resistance. Electric damage.

Nimble Claws. When making a Claw attack, the Cloud Drake Hatchling can make a second Claw attack using its bonus action.

Cloud Native. The Cloud Drake Hatchling takes no falling damage and has advantage on saving throws against effects that reduce its speed and effects that act through breathing.

Horns. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 30 (6d8+3) Bludgeoning damage.

Claws. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 26 (4d6+3) Slashing damage.

Bite. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 22 (5d10) Piercing damage.

Electric Breath (Recharge 5-6). The Cloud Drake Hatchling can breathe electricity in a 40-foot-long, 5-foot-wide line. Each creature in the line must succeed on a DC 15 Dexterity saving throw, taking 28 (8d6) Electric damage on a failure, or half that damage on a success.

A creature with the Collector: Biologist Craft can Dissect the following parts of the Cloud Drake Hatchling:

Horns: It's possible to collect 1d2 horns from the Cloud Drake Hatchling. The Cloud Drake Hatchling's horns can be used as raw material to craft bludgeoning weapons for Small or smaller creatures.

Claws and Fangs: It's possible to collect 2d8 claws and/or fangs from the Cloud Drake Hatchling. Claws and Fangs from Dragon Hatchlings can be used as raw material to craft slashing or piercing weapons for Small or smaller creatures.

Down: It's possible to collect the Cloud Drake Hatchling's down. The Cloud Drake Hatchling's down can be used as raw material for clothing.

Runic Pulse: Lazulite Pulse (5 points)

Runes: Aeolian Spirit, 2 uses.

Young

Young Cloud Drake

CategoryElite
CR11

Dragon, Large

HP263 (45d10+16)
AC20
DR1
Proficiency+4
Initiative+5
Attributes
STR: 14+1
DEX: 20+5
CON: 18+4
INT: 100
WIS: 15+2
CHA: 12+1
Additional
Senses
Blindsight 60 feet, Passive perception 16
Speed
30 feet walking, 70 feet flying
Skills
Acrobatics +13, Stealth +9, Intimidation +5, Perception +6
Languages
Draconic
Experience
Collective3,600
Individual1,350

Saving Throws: Dexterity +9, Constitution +6

Damage immunity. Electric damage.

Nimble Claws. When making a Claw attack, the Young Cloud Drake can make a second Claw attack using its bonus action.

Cloud Native. The Young Cloud Drake takes no falling damage and has advantage on saving throws against effects that reduce its speed and effects that act through breathing.

Multiattack. The Young Cloud Drake can use an attack action to make 2 attacks, choosing between attacking with Horns, Claws, or Bite.

Horns. Melee Natural Weapon Attack, +9 to hit, 5 ft. reach, one target. On a hit, deals 49 (8d10+4) Bludgeoning damage.

Claws. Melee Natural Weapon Attack, +9 to hit, 5 ft. reach, one target. On a hit, deals 35 (7d8+4) Slashing damage.

Bite. Melee Natural Weapon Attack, +5 to hit, 5 ft. reach, one target. On a hit, deals 46 (9d10+1) Piercing damage.

Electric Breath (Recharge 4-6). The Young Cloud Drake can breathe electricity in a 60-foot-long, 5-foot-wide line. Each creature in the line must succeed on a DC 18 Dexterity saving throw, taking 43 (12d6) Electric damage on a failure, or half that damage on a success.

The Young Cloud Drake has 4 epic action charges, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Young Cloud Drake's turn, the number of charges resets to 4.

The Young Cloud Drake can take an action and restore its reaction (if spent).

The Young Cloud Drake can repeat a saving throw against an effect affecting it.

Cost. When the Young Cloud Drake redoes the saving throw this way, it loses 11 hit points.

The Young Cloud Drake can spend all or the rest of its movement.

A creature with the Collector: Biologist Craft can Dissect the following parts of the Young Cloud Drake:

Horns: It's possible to collect 1d2 horns from the Young Cloud Drake. The Young Cloud Drake's horns can be used as raw material to craft bludgeoning weapons for Medium or smaller creatures.

Claws and Fangs: It's possible to collect 2d8 claws and/or fangs from the Young Cloud Drake. Claws and Fangs from Young Dragons can be used as raw material to craft slashing or piercing weapons for Medium or smaller creatures.

Down: It's possible to collect the Young Cloud Drake's down. The Young Cloud Drake's down can be used as raw material for clothing.

Runic Pulse: Lazulite Pulse (7 points)

Runes: Aeolian Spirit, 3 uses.

Adult

Adult Cloud Drake

CategoryParagon T4
CR16

Dragon, Huge

HP571 (84d12+25)
AC23
DR2
Proficiency+5
Initiative+6
Attributes
STR: 18+4
DEX: 23+6
CON: 20+5
INT: 14+2
WIS: 16+3
CHA: 15+2
Additional
Senses
Blindsight 60 feet, Passive perception 18
Speed
50 feet walking, 110 feet flying
Skills
Acrobatics +16, Stealth +14, Intimidation +7, Perception +8
Languages
Draconic
Experience
Collective15,000
Individual5,625

Saving Throws: Dexterity +11, Constitution +9

Damage resistance. Plasmic damage.

Damage immunity. Electric damage.

Nimble Claws. When making a Claw attack, the Adult Cloud Drake can make a second Claw attack using its bonus action.

Cloud Native. The Adult Cloud Drake takes no falling damage and has advantage on saving throws against effects that reduce its speed and effects that act through breathing.

Multiattack. The Adult Cloud Drake can use an attack action to make 3 attacks, choosing between attacking with Horns, Claws, or Bite.

Horns. Melee Natural Weapon Attack, +11 to hit, 10 ft. reach, one target. On a hit, deals 61 (10d10+6) Crushing damage.

Claws. Melee Natural Weapon Attack, +11 to hit, 10 ft. reach, one target. On a hit, deals 46 (9d8+6) Lacerating damage.

Bite. Melee Natural Weapon Attack, +9 to hit, 10 ft. reach, one target. On a hit, deals 60 (9d12+4) Incisive damage.

Plasmic Breath (Recharge 5-6). The Adult Cloud Drake can breathe electricity in an 80-foot-long, 10-foot-wide line. Each creature in the line must succeed on a DC 23 Dexterity saving throw, taking 99 (22d8) Plasmic damage on a failure, or half that damage on a success.

The Adult Cloud Drake has 5 epic action charges, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Adult Cloud Drake's turn, the number of charges resets to 5.

The Adult Cloud Drake can take an action and restore its reaction (if spent).

The Adult Cloud Drake can repeat a saving throw against an effect affecting it.

Cost. When the Adult Cloud Drake redoes the saving throw this way, it loses 16 hit points.

The Adult Cloud Drake can spend all or the rest of its movement.

Resilience Points: 155 When the Adult Cloud Drake would fail any saving throw against an effect, it can spend 16 Resilience points to succeed instead. In addition, the Adult Cloud Drake can use the effect below:

Determination: When the Adult Cloud Drake is targeted and must make a saving throw to resist an effect, it can spend 8 Resilience points to gain advantage on the roll.

A creature with the Collector: Biologist Craft can Dissect the following parts of the Adult Cloud Drake:

Horns: It's possible to collect 1d2 horns from the Adult Cloud Drake. The Adult Cloud Drake's horns can be used as raw material to craft bludgeoning weapons for Large or smaller creatures.

Claws and Fangs: It's possible to collect 2d8 claws and/or fangs from the Adult Cloud Drake. Claws and Fangs from Adult Dragons can be used as raw material to craft slashing or piercing weapons for Large or smaller creatures.

Down: It's possible to collect the Adult Cloud Drake's down. The Adult Cloud Drake's down can be used as raw material for clothing.

Elemental Core: The Adult Cloud Drake has an Elemental Core inside its body, which can be collected within 1 minute after the dragon is slain (working similarly to a large creature's fragile organ). If the Collector fails the roll, the Core is destroyed and its magic explodes in a 15-foot area around it; creatures in that area must make a DC 23 Strength saving throw, and on a failure are thrown back 15 feet and take 20 (8d4) Electric damage. The Elemental Core can be used as an Arcane Focus of the Wind or Storm element, allowing the casting of the Elemental Ray (Storm) and Feather Fall spells, using Intelligence as the spellcasting attribute for them. Alternatively, an Enchanter can use the Elemental Core as raw material to imbue magical properties to weapons made from Cloud Drake parts or as an Uncommon arcane component of the elements mentioned above.

Runic Pulse: Lazulite Pulse (11 points)

Runes: Aeolian Spirit, 4 uses.

Elder

Elder Cloud Drake

CategoryParagon T4
CR20

Dragon, Gargantuan

HP1122 (104d20+30)
AC28
DR4
Proficiency+6
Initiative+6
Attributes
STR: 18+4
DEX: 23+6
CON: 20+5
INT: 14+2
WIS: 16+3
CHA: 15+2
Additional
Senses
Blindsight 60 feet, Truesight 30 feet, Passive perception 19
Speed
60 feet walking, 130 feet flying
Skills
Acrobatics +18, Stealth +14, Intimidation +8, Perception +9
Languages
Draconic
Experience
Collective25,000
Individual9,375

Saving Throws: Dexterity +12, Constitution +10

Damage immunity. Plasmic damage.

Nimble Claws. When making a Claw attack, the Elder Cloud Drake can make a second Claw attack using its bonus action.

Cloud Native. The Elder Cloud Drake takes no falling damage and has advantage on saving throws against effects that reduce its speed and effects that act through breathing.

Multiattack. The Elder Cloud Drake can use an attack action to make 4 attacks, choosing between attacking with Horns, Claws, or Bite.

Horns. Melee Natural Weapon Attack, +12 to hit, 15 ft. reach, one target. On a hit, deals 84 (13d12+6) Crushing damage.

Claws. Melee Natural Weapon Attack, +12 to hit, 15 ft. reach, one target. On a hit, deals 49 (9d10+6) Lacerating damage.

Bite. Melee Natural Weapon Attack, +10 to hit, 15 ft. reach, one target. On a hit, deals 65 (10d12+4) Incisive damage.

Plasmic Breath (Recharge 4-6). The Elder Cloud Drake can breathe electricity in a 120-foot-long, 15-foot-wide line. Each creature in the line must succeed on a DC 26 Dexterity saving throw, taking 198 (36d10) Plasmic damage on a failure, or half that damage on a success.

The Elder Cloud Drake has 6 epic action charges, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Elder Cloud Drake's turn, the number of charges resets to 6.

The Elder Cloud Drake can take an action and restore its reaction (if spent).

The Elder Cloud Drake can repeat a saving throw against an effect affecting it.

Cost. When the Elder Cloud Drake redoes the saving throw this way, it loses 20 hit points.

The Elder Cloud Drake can spend all or the rest of its movement.

Resilience Points: 230 When the Elder Cloud Drake would fail any saving throw against an effect, it can spend 20 Resilience points to succeed instead. In addition, the Elder Cloud Drake can use the effect below:

Determination: When the Elder Cloud Drake is targeted and must make a saving throw to resist an effect, it can spend 10 Resilience points to gain advantage on the roll.

A creature with the Collector: Biologist Craft can Dissect the following parts of the Elder Cloud Drake:

Horns: It's possible to collect 1d2 horns from the Elder Cloud Drake. The Elder Cloud Drake's horns can be used as raw material to craft bludgeoning weapons for Gargantuan or smaller creatures.

Claws and Fangs: It's possible to collect 2d8 claws and/or fangs from the Elder Cloud Drake. Claws and Fangs from Elder Dragons can be used as raw material to craft slashing or piercing weapons for Gargantuan or smaller creatures.

Down: It's possible to collect the Elder Cloud Drake's down. The Elder Cloud Drake's down can be used as raw material for clothing.

Elemental Core: The Elder Cloud Drake has an Elemental Core inside its body, which can be collected within 1 minute after the dragon is slain (working similarly to a large creature's fragile organ). If the Collector fails the roll, the Core is destroyed and its magic explodes in a 15-foot area around it; creatures in that area must make a DC 28 Strength saving throw, and on a failure are thrown back 15 feet and take 30 (12d4) Electric damage. The Elemental Core can be used as an Arcane Focus of the Wind or Storm element, allowing the casting of the Wind Fan, Elemental Ray (Storm), and Feather Fall spells, using Intelligence as the spellcasting attribute for them. Alternatively, an Enchanter can use the Elemental Core as raw material to imbue magical properties to weapons made from Cloud Drake parts or as a Rare arcane component of the elements mentioned above.

Runic Pulse: Lazulite Pulse (13 points)

Runes: Aeolian Spirit, 5 uses.