Earth and fire Glide. The Wreterra can burrow through nonmagical earth, stone and flames. While doing so, the Wreterra doesn't disturb the material it moves through.
Ever shifting rocks. The area around the Wreterra is always moving so Dexterity saves and checks within 15 ft. have disadvantage.
Flame growth. when a creature is spotted by the Wreterra, it summons flames around itself. If a creature ends its turn within 10ft of the Wreterra, it takes 1d4 fire damage each turn.
Stomp. The Wreterra sends out a tremor like an earthquake. Each creature within 50 ft. must make a DC 15 Dexterity saving throw or be knocked prone and take 4d6 (14) bludgeoning damage.
Flamethrower (Recharge 4-6). The Wreterra shoots fire in a 40ft long 20ft wide line. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, take 8d6 (28) fire damage. On a succesful one, you make a DC 13 Dexterity save. On a success, take no damage and move out of the line of fire. On a fail, take 4d6 (14) fire damage.
Flaming retalliation. The first time this creature is knocked down to 20 or less health it immediately uses a flamethrower attack even if it hasn't recharged.
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