| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 14 | +2 | +10 |
| CON | 30 | +10 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 21 | +5 | +5 |
| WIS | 20 | +5 | +13 |
| CHA | 26 | +8 | +16 |
Sanguine Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The greatwyrm doesn't require food or drink.
Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The greatwyrm inhales a vacuum in a 300-foot cone. Each creature in that area must make a DC 26 Constitution saving throw. On a failed save, the creature takes 78 (12d12) true damage and gains one level of exhaustion. On a successful save, the creature takes half as much damage and does not gain a level of exhaustion. Constructs or Creatures without some sort of lifeblood within their bodies are immune to this attack.
The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Bloody Impalement (Costs 3 Actions). The greatwyrm creates six spikes of hardened blood to impale creatures. Each spike hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8) piercing damage to its target, then disappears.
If the greatwyrm’s Sanguine Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Ichor Burst (Costs 2 Actions). The greatwyrm flares with sanguine energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) true damage.
Description
The most ancient dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons, a Greatwyrm.
This greatwyrm is not like those of its peers, who after years of hoarding wealth and power grow to immeasurable heights, this Blood Greatwyrm was the result of several Ancient Dragons attempting to use forbidden magic to artificially cause them to rise in power... only for the magic to backfire on the dragons and reduce their bodies down to their most basic component... Blood. The pool of sanguine liquid, after seeping in the residual magic gained a consciousness. From that day forward, the small yet powerful population of greatwyrms gained another member, who called itself Vilazthros.







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