Large Beast (Half-Dragon), Neutral
Armor Class 13 (natural armor)
Hit Points 144 (17d10 + 51)
Speed 25 ft., Fly 25 ft., Swim 50 ft.
STR
13 (+1)
DEX
11 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Fire
Senses Passive Perception 10
Languages Common, Draconic --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Nub69420

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