Amphibious. The Waterwyrm can breathe air and water.
Multiattack. The Waterwyrm makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft, one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Cold Breath or Steam Breath (Recharge 5-6). The Waterwyrm exhales burning steam or freezing cold in a 30 foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 13 (4d6) cold or fire damage on a failed save, or half as much damage on a successful one.
Description
The Waterwyrm is a huge, reptilian creature resembling a blue salamander with black eyes and sharp serrated teeth. It lives in caves where natural hot springs have been affected by pockets of wild magic.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Waterwyrm takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- The Waterwyrm super-heats the water around it rapidly in a 20 ft sphere centered on itself. All creatures surrounding it must make a DC 13 Constitution Saving Throw or take 5 (1d10) fire damage. Water in the surrounding 20 ft sphere becomes a thick fog that lasts until the start of the Waterwyrm's next turn unless another effect specifically triggers this fog to remove it.
- The Waterwyrm rapidly freezes the water droplets around it. The ground in a 20 ft radius centered around the Waterwyrm becomes difficult terrain. Any creature that attempts to move in this icy terrain must make a DC 13 Dexterity Saving Throw or fall prone.
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