Keen Smell. The wyrm has advantage on Wisdom (Perception) checks that rely on smell.
echo location. The wyrm let out a screech that gives advantage on Wisdom (Perception) checks that rely on sound.
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 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 31 (19d8) fire damage on a failed save, or half as much damage on a successful one.
drill. 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 plates cutting through the sand
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 hardened magma the wyrm will be there most of the time. Most lairs are vary unstable because of the tunnels. around the lair are sink holes from tunnels and scrapes and scratches on rocks some of the sand is also turned into quicksand. once the wyrm dies or moves out the quick sand reverts to normal sand in 3 or 4 days
Previous Versions
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11/4/2024 6:49:03 PM
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Coming Soon
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11/5/2024 1:43:40 PM
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1
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1
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Coming Soon
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