Huge Swarm of Small beasts, Neutral Evil
Armor Class 15 Earthen Armor
Hit Points 80 (2d20 + 3)
Speed
STR
16 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
3 (-4)
WIS
3 (-4)
CHA
1 (-5)
Saving Throws STR +7, DEX +9
Damage Vulnerabilities Piercing, Slashing
Condition Immunities Blinded
Senses Passive Perception 15
Languages The creature knows no language
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

When splitting as an attack, Al'Daen Wyrm gains a bonus action.

Actions

Split. Upon splitting, Al'Daen Wyrm gains a bonus action where it can either dive underground, or it can throw itself at the enemy. This bonus action does not apply to itself, as the action can only be performed in one action.

Dive. Melee: 1d20+3 to hit, reach 60 ft., 1 target. Hit: Any (2d12 ) [Piercing] damage. 

Split-Throw. Ranged: 1d20+6 to hit, range 60/120 ft., 2 target. Hit: 1 (2d10 + 2) [Bludgeoning] damage.

Bonus Actions

Bonus Actions include: Dive underground, Attack.

Reactions

Reaction Name. Split-Decision. Al'Daen Wyrm can split itself into several parts, counting as two monsters. Upon splitting, the monster has a bonus action where it can either dive underground or throw its split-self.

 

Description

The Al'Daen Wyrm is a formidable opponent in battle, thanks to how quick and versatile it is. The Al'Daen Wyrm can choose to split itself into two pieces at a time, those pieces being a part of a "hive mind" of sorts that belongs to the original monster. These pieces can be recombined, but only on a bonus action after the turn it is given. If one defeats the split-self of the Wyrm, the base-Wyrm's health is halved until you choose to kill the base Wyrm. Damage is also halved with each splitting. The Al'Daen Wyrm starts with a length of 60ft (Juvenile) to 120ft (Adult). Length is also halved upon splitting. When split, speed underground doubles, along with the maximum number of turns it can stay underground.

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.

Monster Tags: monstrosity

Habitat: Mountain

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