| 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 |
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
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.
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
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Posted May 20, 2025FIRST MONSTER i made