Gargantuan Dragon, Typically Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 400 (22d20 + 8)
Speed 100 ft., Walk 75 ft.
STR
28 (+9)
DEX
10 (+0)
CON
26 (+8)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Damage Resistances Cold
Damage Immunities Fire
Senses Darkvision, Passive Perception 10
Languages Draconic, Telepathy 1056 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
  • Legendary Resistance (3/day): If the Alaskan Bull Wyrm fails a saving throw, it can choose to succeed instead.
  • Burrow: The Alaskan Bull Wyrm can burrow through nonmagical, unworked earth and stone.
  • Ice Walk: The Alaskan Bull Wyrm can move across and climb icy surfaces without needing to make an ability check. 
Actions
  • Multiattack: The Alaskan Bull Wyrm makes three attacks: one with its bite and two with its claws.
  • Bite: Melee Weapon Attack, +14 to hit, reach 15 ft., one target. Hit: 24 (3d10+9) piercing damage.
  • Claw: Melee Weapon Attack, +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+9) slashing damage.
  • Tail Swipe: Melee Weapon Attack, +14 to hit, reach 20 ft., all targets within range. Hit: 18 (3d6+9) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone.
  • Cold Breathe (Recharge 5-6): The Alaskan Bull Wyrm exhales a blast of freezing air in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions
  • Tail Sweep: The Alaskan Bull Wyrm uses its Tail Swipe action.
  • Frightful Presence: The Alaskan Bull Wyrm roars loudly, causing each creature of its choice within 120 feet of it and aware of it to make a DC 22 Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Wing Attack (Costs 2 Actions): The Alaskan Bull Wyrm beats its wings, creating a gust of wind. Each creature within 15 feet of the Alaskan Bull Wyrm must succeed on a DC 22 Dexterity saving throw or take 25 (4d8+10) bludgeoning damage and be knocked prone. The Alaskan Bull Wyrm can then fly up to half its flying speed.

.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Alaskan Bull Wyrm is a massive dragon that roams the frozen tundras of the northern wilderness. Its scales are thick and icy-blue in color, shimmering in the sunlight like glaciers. Its horned head is massive, with glowing red eyes that seem to burn with an inner fire. Its powerful jaws are lined with razor-sharp teeth, and its long tail is covered in icy spines.

Despite its enormous size, the Alaskan Bull Wyrm is surprisingly nimble, able to burrow through the frozen earth and swim through icy waters with ease. Its breath weapon is a blast of freezing air that can freeze even the strongest warriors in their tracks. Those who face the Alaskan Bull Wyrm in combat must be prepared for a fierce and deadly opponent, capable of rending flesh and shattering bone with its powerful claws and tail.

Legends say that the Alaskan Bull Wyrm is a creature of pure chaos, a being that delights in destruction and carnage. Its lair is said to be a frozen wasteland, littered with the bones of those who dared to challenge its supremacy. Only the most powerful heroes, armed with magic and steel, have any hope of defeating the Alaskan Bull Wyrm and claiming its hoard of frozen treasures.

 

 

 

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.

Rayzer0309

Comments

Posts Quoted:
Reply
Clear All Quotes