Medium Dragon, Unaligned
Armor Class 13 (Natural armour)
Hit Points 24 (5d8 + 4)
Speed 20 ft., climb 10 ft., fly 60 ft.
STR
14 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
9 (-1)
CHA
8 (-1)
Skills Perception +4, Stealth +3
Senses Blindsight 10 ft, Darkvision 60 ft, Passive Perception 14
Languages Draconic (Can understand speech but cannot speak itself)
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Senses. The wyrm has advantage on Wisdom (Perception) ability checks based on sight.

Kin of the Chromatics. Much like their cousins, the Chromatic Dragons, Wyrms come in many colours; Red, Green, Blue, Black and White. Which colour the Wyrm is also determines their one elemental resistance and the damage type of their Breathbolt attack; Fire, Poison, Lightning, Acid and Cold respectfully.

Actions

Multiattack. The wyrm can make 2 attacks; one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. 

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. 

Breathbolt (Recharge 4-6). The wyrm spits a bolt of a particular elemental damage type. +4 to hit, range 120 ft., one target. Hit: 10 (2d10) Fire, Poison, Lightning, Acid or Cold damage.

Description

A much more frequent but smaller and animalistic foe to travelers and farmers alike, Wyrms are a middle step between a Wyvern and a Pseudodragon. They don't seek out a hoard like their larger draconic kin, instead making nests in small mountain caves and rocky outcroppings. Packs of wyrms are rare but not impossible, at which point they start to become a significant hazard to small settlements.

Though not actively evil like their kin, they are still dangerous creatures that travellers should be prepared to deal with or avoid when passing through areas known to be prone for them.

SapphieTheOwlbear

Comments

Posts Quoted:
Reply
Clear All Quotes