Gargantuan Dragon, Any Evil Alignment
Armor Class 37 Scales
Hit Points 763 (44d20 + 440)
Speed 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws STR +16, CON +16, INT +11
Damage Vulnerabilities Acid, Cold
Damage Immunities Fire, Poison
Condition Immunities Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 12
Languages Deep Speech, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Multiattack. The Ancient Pillar Worm can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

 

Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Ancient Pillar Worm can’t bite another target.

Frightful Presence. Each creature of the Ancient Pillar Worm choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Ancient Pillar Worm is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Ancient Pillar Worm’s Frightful Presence for the next 24 hours.

Swallow. The Ancient Pillar Worm makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Ancient Pillar Worm, and it takes 56 (16d6) acid damage at the start of each of the Ancient Pillar Worm’s turns.

 

Ice Teeth Spikes. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Cold Breath (Recharge 5–6). The Worm exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

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: Titan

Habitat: Arctic

Lord_Blood_Shot

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