Keen Smell. The wyrm has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The wyrm makes two attacks: two with its claws one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
quills. ranged Weapon Attack: +7 to hit, reach 42 ft., one target. Hit: 9 (1d12 + 1) piercing damage.
magma Breath (Recharge 5–6). wyrm will breath magma in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 31 (6d10) fire damage on a failed save, or half as much damage on a successful one.
counter barrow. if a creature gets on top of it the wyrm will barrow underground making the creature on top of it prone or the creature can roll a strength check DC 16 to hold on then a dexterity check DC 2 to jump off the wrym.
Description
this huge and terrifying wyrm Romes the desert, its large plated digs through the sands leave cuts all over rocks as a warning not to come near.
Lair and Lair Actions
in the lair of the blade wyrm is a deep Cavan with lots of tunnels from the wyrm digging in the main chamber there is a nest made of sticks, dead shrubs and bones from its victims the wyrm will be there most of the time. its lair is vary unstable because of the tunnels.
Previous Versions
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5/29/2024 2:01:47 PM
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5/29/2024 3:26:01 PM
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5/29/2024 6:43:01 PM
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5/29/2024 6:49:25 PM
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