Amphibious. The wyrm can breathe in both air and water
Scald. Whenever the wyrm deals fire damage to a creature, they lose 3 ac. If the creature is wearing non-magical armor, this reduction permanently effects that armor, and can destroy it if the reduction is greater than the armor's bonus. If the creature is not wearing armor, this reduction lasts until the end of the wyrm's next turn.
Madness. The wyrm can only recall the events of the past hour.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 1)slashing damage.
Cauldron. The wyrm swallows up to 50 gallons of nearby water and begins to boil it within its mouth. Whenever the wyrm takes damage from an attack, it splashes 5 gallons of water onto a tile within 5 ft. of it. All creatures in that tile must make a DC 15 Dexterity Saving throw, taking 9 (1d10+4) fire damage on a failed save or half as much on a successful one. Creatures that succeed on this save are not affected by Scald.
Geyser. Ranged Weapon Attack: +6 to hit, range 50 ft., one target. For every 5 gallons of boiling water in the wyrm's mouth, the target takes 9 (1d10+4) Fire damage. This attack deals double damage to objects and structures.
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