Large Beast, Unaligned
Armor Class 14 Natural Armor
Hit Points 50 (8d10 + 6)
Speed 30 ft., Swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws DEX +6, CON +4
Skills Perception +2
Condition Immunities Poisoned
Senses Blindsight 10 ft., Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Haemovar. Ranged Weapon Attack:  If the creature takes a large amount of damage, higher than 6, the wyrm forms a high speed projectile of it's own blood, moving so fast it's almost impossible to dodge. Target can make a DC 16 Dexterity saving through, dealing 2 (1d4) piercing damage, on a failed save and nullifying the damage completely on a successful one.

Lair and Lair Actions

This creature's lair is the blood swamps in the north-west of the Isle of the Gods. It resides just out of sight in the shallows of the blood, lurking and waiting to attack any unsuspecting target.

Dive. Movement: The wyrm conceals itself in the blood lake, hiding completely. The party member with the highest initiative for the fight must make a DC 13 Wisdom saving throw, with the creature performing Bite twice on a failed save and the target being able to counter attack on a successful one.

Splash. Melee weapon attack: The creature whips it's tail, throwing blood over a large area. Each target must make a DC 15 Constitution saving throw, being Blinded on a failed save and remaining unaffected on a successful one.

 

Monster Tags: Misc Creature

Habitat: Underwater

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