| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 10 | +0 | +4 |
| CON | 19 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +8 |
| WIS | 13 | +1 | +1 |
| CHA | 14 | +2 | +2 |
Multiattack. The Wyrm makes three Rend attacks.
Rend. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 5 (1d10) Psychic damage.
Wyrm's Gaze. Ranged spell Attack: +9 to hit range 30/90 ft., one flying target. Hit: 35 (5d10+5) Psychic damage. The target is Restrained until the end of the Wyrm's next turn.
Degrading Expulsion (Recharge 5–6). Intelligence Saving Throw: DC 16, each creature in a 60-foot-wide Emanation. Failure: 40 (8d8) Psychic damage and are knocked Prone. Success: Half damage and you are not knocked Prone.
Description
Young Cadmium wyrms hide themselves in the wilds of too build up their strength. They tend too secure a guardian of some kind too protect them as they focus most of their attention too growing stronger and honing their psionic abilities.
Cadmium Wyrms
Cruel and prideful, Cadmium Wyrms view themselves above others and constantly seek to prove that they are superior especially above any type of dragon. Once they have built up their powers they seek too psionically dominate as many beings as possible into becoming their thralls too serve their every need.
Cadmium wyrms have large plated scales with ridges of spines along their head and back that face forward that help increase their psionic abilities. Their scales can range from a silvery white too a dullish blue in appearance. They dwell in forests and mountains, particularly in regions that are rich with energies from H'Kaolum and the far realms that they siphon too enhance their psionics. Once strong enough they'll seek too take over cities or grand ancient ruins declaring themselves the rulers of the region.
Cadmium Wyrms prefer hit and run tactics if they're not sure they can outright over power their adversaries. If a Cadmium Wyrm encounters intruders in their lairs they will use their telepathy too try and turn the intruders against each other. If this doesn't work they are more then happy too fill their targets with paranoia and try and pick them off one at a time using their ability too emerge out of ground anywhere too fill enhance the feelings of dread and unease in it's targets.
Artifacts and magic items that are tied too psionics make up the fill of a Cadmium Wyrms hoard, that they will slowly absorb the energy of these items too strengthen themselves. They have little need of gold or jewels but will collect them too use in trade with other powerful items from creatures of organizations the wyrm considers too dangerous too just attack.







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