Huge Dragon, Neutral
Armor Class 21 Natural Armor
Hit Points 425 (30d12 + 210)
Speed 40 ft., Fly 80 ft.
STR
25 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +9, CON +13, WIS +10, CHA +12
Skills Arcana +17, Insight +18, Perception +22
Damage Resistances Acid, Fire, Lightning, Necrotic, Radiant
Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 28
Languages Common, Draconic, Elvish, Telepathy 120ft
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Damage Immunities: The Arcane Wyrm is immune to Magical Damage (any damage dealt by a spell, magical weapon or magical effect)

Damage Vulnerabilities: The Arcane Wyrm is vulnerable to Non-Magical Damage (any damage dealt by a non-magical weapon or effect)

Legendary Resistance (3/Day): If the Arcane Wyrm fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Arcane Wyrm has advantage on saving throws against spells and other magical effects.

Spell Absorption: Whenever the Arcane Wyrm is targeted by a spell, it gains temporary hit points equal to the spell’s level x 5.

Keen Senses: The Arcane Wyrm has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing.

Actions

Multiattack: The Arcane Wyrm makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) piercing damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d12 + 7) bludgeoning damage.

Breath Weapon (Recharge 5-6): The Arcane Wyrm exhales a torrent of arcane energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Arcane Wyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Arcane Wyrm regains spent legendary actions at the start of its turn.

Detect: The Arcane Wyrm makes a Wisdom (Perception) check.

Tail Attack: The Arcane Wyrm makes a tail attack.

Wing Attack (Costs 2 Actions): The Arcane Wyrm beats its wings. Each creature within 15 feet of the wyrm must succeed on a DC 22 Dexterity saving throw or take 17 (2d10 + 6) bludgeoning damage and be knocked prone. The Arcane Wyrm can then fly up to half its flying speed.

Description

Preferring solitude, the Arcane Wyrm is rarely seen by mortal eyes. It chooses lairs in remote locations, where it can study and meditate undisturbed. In combat, the wyrm is not only a brute force but a master strategist. It uses its extensive knowledge of magic to outwit and outmaneuver its opponents, often turning their own spells against them. Fiercely protective of its hoard and domain, the Arcane Wyrm will defend its territory with unmatched ferocity. However, it can be reasoned with and may ally with those who respect its wisdom and power.

For those that have managed to lay eyes on an Arcane Wyrm it is a majestic and terrifying sight, its iridescent scales shifting between deep purples, blues, and silvers as it moves.  Its eyes glow with an intense, otherworldly light, a mesmerizing mix of bright violet and electric blue, its vast, almost transparent wings are adorned with swirling magical symbols, creating an awe-inspiring silhouette when fully extended. Crowned with elegant, spiraling horns that crackle with magical energy, the wyrm’s back is lined with sharp, crystalline spines that channel arcane energies. Its long, razor-sharp claws and gleaming, deadly teeth hint at both its physical and magical might.

The wyrm communicates primarily through telepathy, its mental voice resonating with an eerie, melodic tone. It can project its thoughts directly into the minds of others, conveying complex ideas and emotions without uttering a sound. Despite its fearsome appearance, the Arcane Wyrm is often a guardian of ancient knowledge and powerful artifacts. It can be both a valuable ally and a formidable foe, depending on how it perceives the intentions of those who seek it out.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the Arcane Wyrm can take a lair action to cause one of the following effects; the Arcane Wyrm can’t use the same effect two rounds in a row:

  1. Arcane Surge: The Arcane Wyrm targets one creature it can see within 120 feet of it. The target must succeed on a DC 22 Constitution saving throw or take 22 (4d10) force damage and be stunned until the end of its next turn.
  2. Teleportation Flux: The Arcane Wyrm creates a shimmering portal at two locations within 120 feet of it. Each creature within 10 feet of either portal must succeed on a DC 22 Dexterity saving throw or be teleported to the other portal, taking 22 (4d10) force damage in the process.
  3. Mana Drain: The Arcane Wyrm drains magical energy from the environment. Each creature within 60 feet of the wyrm that is concentrating on a spell must succeed on a DC 22 Constitution saving throw or lose concentration.

Regional Effects

The region containing the Arcane Wyrm’s lair is warped by the wyrm’s magic, which creates one or more of the following effects:

  1. Arcane Storms: Violent storms of raw magic periodically erupt within 6 miles of the lair, causing random magical effects.
  2. Magical Resonance: Spellcasting within 1 mile of the lair becomes more potent, with spells cast being treated as if they were cast one level higher.
  3. Mystic Veil: A fog of arcane energy surrounds the lair, causing creatures to experience strange visions and making it difficult to navigate.

If the Arcane Wyrm dies, these effects fade over the course of 1d10 days.

Habitat: ArcticMountainUnderdark

NadiatheNaive

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