Huge Beast, Chaotic Neutral
Armor Class 18 Natural
Hit Points 123 (12d12 + 45)
Speed 40 ft., fly 45 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
19 (+4)
WIS
7 (-2)
CHA
3 (-4)
Saving Throws STR +9, CON +9, INT +8
Skills Athletics +5, Intimidation +12, Stealth +-2
Damage Vulnerabilities Cold, Fire, Lightning, Psychic
Damage Resistances Acid, Bludgeoning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Piercing, Slashing
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision, Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Spellcasting. The Wynnsor is a 3-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +3 to hit with spell attacks). The Wynnsor has following spells prepared, which it can cast without spell slots or material components:

 


Cantrips : Acid Splash, Firebolt, Infestation

1st level: Catapult, Earth Tremor

3rd level: Glyph of Warding, Animate Dead

Actions

Smash: Slamming the ground, this creature can force any loose, 10 ft square of ground around it to become difficult terrain.

Multi-attack: The Wynnsor attacks twice with its claws and once with its bite

Claw Melee Attack. Claw: +4 to hit, reach 10 ft., 1 target. Hit: 16 (4d6 + 2) Slashing damage. 

Bite Melee Attack: Bite: +3 to hit, reach 15 ft / 10 ft., 1 target. Hit 46 (10d8+1) Piercing damage

Bonus Actions

Stance Change - Offence: As a bonus action, if the Wynnsor is in defence mode and makes a melee attack, it can switch to offence mode. In offense mode, the Wynnsor has a movement speed of 40 ft, a fly speed of 45 ft, and it can bite from 15 feet away, and has resistace to bludgeoning damage, but not immunity.

Reactions

Attack of Opportunity: When moving out of range of five feet of the Wynnsor, creatures provoke the chance to be hit by the Wynnsor for melee damage.

Shake: When grappled, the Wynnsor can use its reaction to shake off the grappler.

Stance Change - Defence: when attacked with a non-magical melee attack, the Wynnsor can use its reaction to enter defence mode, gaining +3 to its AC and immunity to bludgeoning damage, but reducing movement speed to 15 and the range of bite to 10 ft.

Legendary Actions

Legendary Action - Horn Charge (3 Legendary Action Point): The Wynnsor can expend three legendary action to move up to 90 feet when in attack mode to another creature, and attack with its horns. the creature must make a DC 23 Constitution saving throw or be paralyzed and take 75 (10d12+10) piercing damage

Legendary Action - Smite (1 Legendary Action Point): The Wynnsor can expend one legendary action to call lightning from the sky - up to three creatures the Wynnsor can see must make a DC 16 Dexterity saving through or be knocked prone, stunned, and take 16 (5d4 + 4) lightning damage. On a successful save, the target takes half damage and is not knocked prone or stunned

Description

A mighty dragon-like beast, the Wynnsor bears eyes black as the night sky and scales as gold as, well, gold. Its mighty wings allow it to propel though the air, and its horns are sharp though brittle and frail

Lair and Lair Actions

A dark cave, where gold and the bodies of its foes are hoarded

 

Lair Actions

On initiative count 3, the Wynnsor takes a lair action to cause one of the following effects; the Wynnsor can’t use the same effect two rounds in a row:

  • A stalactite falls; The creature below it must make a DC 17 Constitution saving throw or be knocked prone and take 4d6 piercing damage
  • A pile of gold falls over, creating difficult terrain in a 5 foot cube
  • Geysers inside the layer errupt; any creature standing on the Geysers must make a DC15 Dexterity saving throw or be knocked prone
  • The Wynnsor summons a gold dragon wyrmling with the minimal possible health. The wyrmling takes its turn right after the Wynnsor

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/15/2024 1:48:43 AM
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Coming Soon
BumblebortheBeeSlayer

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