Huge Monstrosity, Unaligned
AC 19 (natural armor)    Initiative +3 (13)
HP 125 (24d6 + 35)
Speed 40 ft., Burrow 35 ft.
Mod Save
STR 17 +3 +8
DEX 13 +1 +6
CON 18 +4 +9
Mod Save
INT 7 −2 +3
WIS 12 +1 +1
CHA 18 +4 +9
Skills Intimidation +5, Perception +3, Stealth +2
Vulnerabilities Cold
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Blinded
Senses Tremorsense; Passive Perception 13
Languages Draconic can understand but can't talk --
CR 14 (XP 11,500, or 13,000 in lair; PB +5)
Traits

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.

blade wyrm is blind

 

Actions

Multiattack. The wyrm makes two rend attacks and one quill shoot

rend. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (2d8+7) slashing damage.

quill shoot. ranged Weapon Attack: +11 to hit, reach 42 ft., one target. Hit: 9 ( 3d6+6) piercing damage.

molten glass Breath (Recharge 5–6). wyrm will breath magma in a 25-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 49 (9d8+18) fire damage and the creature must roll a strength saving throw of 18 or be petrified on a failed save, or half as much damage on a successful one.

Reactions

drill. if a creature grapples the wyrm 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 or jump off the wrym.

Description

input description

this is my first monster lol

Lair and Lair Actions

a blade wyrm gets 5 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 glass the wyrm will be there most of the time. Most lairs are very unstable because of the tunnels the wyrm can use 1 lair action to make a tunnel collapse any creature in that tunnel must take a  reach 50 ft., one  (1d8 + 5) blugeoning damage..

 

around the lair are sink holes from tunnels and scrapes and scratches on rocks random patches of sand turn into quicksand. once the wyrm dies or moves out the quicksand reverts to normal sand in 3 or 4 days

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2025 6:19:41 PM
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3/11/2025 6:23:19 PM
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3/12/2025 5:43:54 PM
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3/12/2025 5:46:22 PM
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3/12/2025 6:45:45 PM
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5/20/2025 4:30:04 PM
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5/20/2025 4:37:34 PM
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5/20/2025 4:51:19 PM
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5/20/2025 5:03:58 PM
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Monster Tags: monstrosity

Habitat: Desert

somerandomacount

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