Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 9 ft., 1 target. Hit: 6 (d6) Slashing damage.
Crush Armor: The Wyrm chooses a target to bite - they must make a Constitution or Dexterity Saving Throw = 16. If they fail, they receive d4+|15-their respective AC| Bludgeoning damage. Their AC is reduced for the rest of the encounter by d4.
Tail Swipe. The Wyrm swipes his tail in a 60 degree cone behind him, with a reach of 18 feet. All targets hit must make a Strength or Dexterity Saving Throw = 15. Upon failure, they receive d6 Bludgeoning damage and they must roll a d6. If the result is 1, their weapons is knocked out of their hands 20 feet away. If the result is any other, no further effects apply.
Bonus Action: Wave of Anguish. The wyrm sends out an unnerving screech of all frequencies, dealing 1 party wide Thunder damage. It will repeat bonus action every turn.
Enrage. The Wyrm can use enrage only after it takes more than 15 damage in 1 turn. At the end of that turn, it will target the player who damaged it with Crush Armor. Then, it will automatically do a Tail Swipe.
Description
An awful creature, hiding in that tarnished bell...
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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