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/Actions: 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
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.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Water Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.