Medium Fey (Angel, Archfey, Elemental, Half-Dragon), Lawful Neutral
Armor Class 19 Winter Weaved Robes, Natural Armor
Hit Points 262 (25d10 + 125)
Speed 40 ft., Fly 80 ft. (hover)
STR
14 (+2)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +10, WIS +9, CHA +10
Skills Arcana +9, Deception +11, Insight +10, Perception +10, Performance +11, Persuasion +11, Stealth +9
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Poison, Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 20
Languages Celestial, Common, Draconic, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Fey Regeneration. The Wyrm regains 10 hit points at the start of its turn. If the Wyrm takes damage that reduces her to 0 hit points, she dies only if she starts her turn with 0 hit points and doesn't regenerate. Dismembered parts, if available, can be instantly reattached by placing them against the wound as a bonus action.

Immutable Form (Angel/Elemental). The Wyrm is immune to any spell or effect that would alter its form.

Aura of Illumination and Dispelling (Angel). The Wyrm illuminates the area within 120 feet with holy light. Magical darkness, invisibility, and illusions are dispelled when they enter this aura.

Aura of Truth (Angel). Within 120 feet of the Wyrm, all creatures are compelled to speak the truth. Any attempt to utter a deliberate falsehood is automatically foiled.

Aura of Protection (Angel). All Fiends, Undead, and all non-Good-Aligned Characters cannot hit the Wyrm. Constructs and other Angels ignore this effect.

Immunity to Imprisonment (Angel). The Wyrm cannot be sealed away or trapped through magical or non-magical barriers, or by any spell or effect that would imprison or restrain her.

Crystalline Body (Elemental Infusion). The Wyrm's attacks deal an extra 6d6 cold damage. Also, when the Wyrm takes damage from an attack or spell that deals cold, radiant, or force damage, it heals a number of hit points equal to half the damage dealt.

Winter Weaving (Elemental Infusion). All non-magical ice and water within 30 feet of the Wyrm is frozen solid. It can walk across this frozen surface without needing to make checks or suffer movement penalties.

Innate Spellcasting (Fey Infusion). The Wyrm's innate spellcasting ability is Charisma (spell save DC 19). She can innately cast the following spells, requiring no material components:

  • At will: ray of frost, shape water, thorn whip (Melee Spell Attack: +11 to hit, reach 30 ft., Hit: 2d6 piercing damage, pulls 10 ft.), speak with animals, entangle (DC 19 Str save).

  • 3/day each: shield, ice knife

  • 1/day each: cone of cold

Actions

Multiattack. The Wyrm makes two attacks with its Crystalline Staff and can use its Distortion Glare.

Crystalline Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 5) bludgeoning damage plus 21 (6d6) cold damage.

Crystalline Beam. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 22 (4d6 + 8) force damage plus 21 (6d6) cold damage.

Distortion Glare (1/Turn). The Wyrm targets one creature it can see within 60 feet. That creature must succeed on a DC 19 Wisdom saving throw or have its speed reduced by 15 feet and be unable to use its reaction until the start of the Wyrm's next turn.

Warped Healing (Angelic Influence). The Wyrm touches one creature. That creature regains 30 hit points. If the target is a Fiend or Undead, it takes 30 radiant damage instead, and the Wyrm gains 30 temporary hit points.

Bonus Actions

Draconic Mythos Shift (Shapechanger). The Wyrm magically transforms into its true Draconic Form (Mythic Draconic Form), replacing her current statblock with the combined statistics of the Thunder Worm and Adult White Dragon. This form lasts until the Wyrm is reduced to 0 hit points or chooses to revert as a bonus action.

Reattach Limb. If the Wyrm has a dismembered body part readily available (as per Fey Regeneration), she can use this bonus action to press it against the wound, instantly reattaching it.

Crystalline Surge. The Wyrm gains 20 temporary hit points and ends the Restrained condition on herself.

Reactions

Icy Rebuke (1/Round). When a creature within 30 feet of the Wyrm hits her with a melee attack, the creature must succeed on a DC 19 Constitution saving throw or take 21 (6d6) cold damage and have its speed reduced to 0 until the start of its next turn.

Fey Disdain. When the Wyrm fails a saving throw against a spell cast by a non-Fey creature, she can use her reaction to gain advantage on the saving throw, possibly turning the failure into a success.

Legendary Actions

These Legendary Actions are only accessible in her Dragon Form.

The Wyrm can take 5 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.

  • Glacial Pounce (Costs 1 Action). The Wyrm moves up to half her speed and makes one Glacial Rend attack.

  • Discharged (Costs 1 Action). The Wyrm removes all resistances and immunity to Thunder and Lightning damage to a single target within 60 feet.

  • Defensive Shock (Costs 2 Actions). An opponent that uses a metal melee weapon or a natural weapon to deal damage to the Wyrm must make a DC 25 Dexterity save or take 28 (8d6) lightning damage.

  • Engulf Leap (Costs 3 Actions). The Wyrm moves up to her speed. If she occupies a creature's space, that creature must make the saving throw against her Engulf action.

Mythic Actions

Mythic Trait: The Roaring Glacial Cataclysm

 

When the Wyrm uses her Shapechanger bonus action to shift to her Dragon form, she can choose to transform into this Mythic Draconic Form. Her creature type changes to Gargantuan Dragon (Incorporeal), and she gains the statistics and traits below, including the Thunder Worm's movement, damage immunities, and the Incorporeal Subtype.

Gargantuan dragon (incorporeal), chaotic neutral

AC HP Speed
20 (Deflection, from Incorporeal Subtype) 500 (40d12) 60 ft., fly 120 ft. (hover), swim 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 28 (+9) 14 (+2) 20 (+5) 30 (+10)

Saving Throws Con +17, Dex +14, Wis +13, Cha +18

Skills Perception +13, Stealth +14

Damage Resistances Force, Radiant

Damage Immunities Cold, Lightning, Thunder, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks (with 50% chance to ignore all other corporeal damage)

Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Sleep, Stunned, Unconscious

Senses Blindsight 90 ft., Darkvision 120 ft., Passive Perception 23

Languages Common, Draconic, Celestial

Challenge 25 (75,000 XP)

Proficiency Bonus +8


 

Mythic Draconic Traits

 

Incorporeal Subtype. The Wyrm is immune to nonmagical attack forms. She has a 50% chance to ignore any damage from a corporeal source (except for force effects or attacks made with ghost touch weapons). She can pass through solid objects but not force effects. Her attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against her.

Blindsight (Ex). The Wyrm can discern objects and creatures within 90 feet using sound and scent.

Legendary Resistance (5/Day). If the Wyrm fails a saving throw, she can choose to succeed instead.

Winter's Cataclysm Aura. All non-magical ice and water within 30 feet of the Wyrm is frozen solid. Additionally, the Wyrm is always surrounded by a magical blizzard (Cataclysmic Winds) in a 60-foot radius that moves with her:

  • All flames are extinguished.

  • Ranged attacks are impossible (except for siege weapons, rolled at disadvantage).

  • All creatures are deafened.

  • Any Large or smaller creatures are knocked prone and pushed 20 (1d4 x 10) feet away.

  • Any flying creatures are pushed 70 (2d6 x 10) feet away.

Magical Attacks. The Wyrm's attacks are magical.

Fey Regeneration. The Wyrm regains 10 hit points at the start of its turn.

Crystalline Body. When the Wyrm takes damage from an attack or spell that deals cold, radiant, or force damage, it heals a number of hit points equal to half the damage dealt.


 

Actions

 

Multiattack. The Wyrm makes three Glacial Rend attacks.

Glacial Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d6 + 10) slashing damage plus 28 (8d6) cold damage (White Dragon and Elemental Infusion combined).

Glacier Breath (Recharge 5–6). Constitution Saving Throw: DC 25, each creature in a 90-foot Cone. Failure: 88 (16d10) cold damage. Success: Half damage. The cone becomes difficult terrain composed of jagged ice crystals.

Thunderclap (Ex) (Cooldown: 1d4 rounds). Creatures within 30 feet must make a DC 25 Dexterity save or take 96 (24d4) thunder damage.

Engulf (Ex). This attack affects as many creatures as will fit within a 40-foot cube the Wyrm occupies. Target creatures must make a successful DC 25 Dexterity save or take 24 (8d6) lightning damage and 24 (8d6) thunder damage. Creatures that fail or remain within the Wyrm's body take this damage each round with no further saving throws.

 


 

Bonus Actions

 

Reattach Limb. If the Wyrm has a dismembered body part readily available (as per Fey Regeneration), she can use this bonus action to press it against the wound, instantly reattaching it.

Discharged. The Wyrm can remove all resistances and immunity to Thunder and Lightning damage to a single target within 60 feet.

Reverse Form. The Wyrm can revert back to her humanoid form as a bonus action switching back to her normal statblock.


 

Reactions

 

Defensive Shock (Ex). An opponent that uses a metal melee weapon or a natural weapon to deal damage to the Wyrm must make a DC 25 Dexterity save or take 28 (8d6) lightning damage.

Fey Disdain. When the Wyrm fails a saving throw against a spell cast by a non-Fey creature, she can use her reaction to gain advantage on the saving throw, possibly turning the failure into a success.

Description

Crystal Court Wyrm: The Legacy of Distortion

 

The Crystal Court Wyrm—often known in her humanoid form as simply "The Maid"—is not a descendant, but the ultimate, intentional synthesis created by Noelle Blair, the Ophanim of Cataclysmic Winter/Distortion. She is considered the masterpiece of Noelle’s revived existence, a creature designed to perfectly anchor Noelle's influence and presence across the fractured timelines and worlds she traverses.

 

Genesis: A Core of Winter's Will

 

Following her transcendence and reclamation of power, Noelle Blair desired a vessel that could combine the four pillars of her being: the Angelic decree of the Empire, the savage Draconic strength of a nascent god, the resilient chaos of the Fey, and the chilling perfection of the Elemental domain of ice.

Noelle did not forge the Wyrm from scratch, but through a terrifying act of spiritual mastery. She took the dormant essence of an Adult White Dragon, a creature of pure, territorial cold, and infused it with the incorporeal, boundary-breaking chaos of a Thunder Worm. This newly combined spirit was then ritualistically steeped in her own Ophanim/Archfey essence, purified by her Angelic Aura of Illumination, and bound by her Distortion Engine into a singular, crystalline core.

This core was placed into a humanoid vessel—designed to appear as a devoted maid, a quiet contrast to its overwhelming power—to serve as a subtle anchor in foreign realms.

 

Role within the Angelic Empire

 

The Crystal Court Wyrm is the mobile vanguard and diplomat of the Angelic Empire's new, distorted doctrine under Noelle.

  • The Winter's Anchor: In her Humanoid Form, she acts as a walking extension of Noelle's Winter Domain. Her presence immediately begins to freeze and purify the immediate environment, dispelling illusions, muting falsehoods, and offering a deceptive grace. She is the perfect agent for covert operations, diplomacy with non-Lawful entities (who cannot easily strike her due to her Angelic Traits), and reality maintenance wherever Noelle's fractured history threatens to destabilize a world.

  • The Mythic Scourge: When her mission requires absolute, overwhelming force, she initiates the Draconic Mythos Shift. This is not a mere change in shape, but a temporary fusing of two colossal essences—the White Dragon and the Thunder Worm—to create the Roaring Glacial Cataclysm. This Mythic Draconic Form is an unstoppable engine of cold, thunder, and corporeal chaos, capable of eliminating threats that demand the erasure of both the physical and the intangible.

The Wyrm is the physical proof that Noelle Blair has achieved a new height of creation: a being that embodies the flawless law of the Celestial while wielding the relentless regeneration of the Fey, a mastery of elemental destruction, and the ultimate, shifting form of a true Mythic Dragon. She is the loyal, quiet Maid of Destruction, and Noelle Blair’s greatest, most powerful creation.

Lair and Lair Actions

Portable Domain (Roaring Glacial Cataclysm)

 

The Wyrm can use a bonus action to unleash its domain, which lasts for 1 hour. This creates a 150-foot radius sphere centered on the Wyrm where the following effects occur:

Lair Actions (On initiative count 20, the Wyrm can take one of the following actions; loses initiative ties):

  • Freezing Spikes. Jagged spikes erupt from the ground in a 20-foot radius. DC 25 Dexterity save, taking 35 (10d6) piercing damage on a failed save.

  • Warped Reality. The Wyrm can use its Humanoid form's Distortion Glare ability on a creature she can see within her domain.

  • Arctic Winds. A sudden gale in a 60-foot cone. DC 25 Strength save or be pushed 30 feet and knocked prone.

Regional Effects (These effects persist as long as the domain is active):

  • Frigid Demise. The temperature drops to -50 degrees Fahrenheit. Creatures without cold immunity have disadvantage on all saving throws.

  • Storm Wrath. The weather within the area is a perpetual, heavily obscuring blizzard, treating all terrain as difficult terrain.

  • Dimensional Noise. Creatures within the area have disadvantage on Wisdom (Perception) checks and Wisdom (Survival) checks, and the area is filled with an unnerving silence.

  • Fey Entanglement. Non-Fey creatures that start their turn on the ground within the domain must succeed on a DC 19 Strength saving throw or have their speed reduced to 0 until the start of their next turn.

SurgDexil

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