Medium Elemental, Any Chaotic Alignment
Armor Class 15 Natural armor
Hit Points 18 (3d8 + 3)
Speed 35 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
7 (-2)
Saving Throws DEX +3
Damage Vulnerabilities Lightning
Damage Immunities Cold
Condition Immunities Grappled, Prone
Senses Blindsight radius of 20 feet, Passive Perception 3
Languages Draconic anyone listening must succeed on a dc 10 Wisdom check to understand.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Water Body. The water wyrm's body is made of freezing water. You take 1d4 cold damage every time you hit it with a melee attack. You also can't grapple it, and if you try, the grapple fails and you take 1d4 cold damage. 

 

Actions

Water Spout. The water wyrm gushes a spout of water in a 15-foot line. Dexterity saving throw. If the save is failed, take 4d4 cold damage.

Bite.  +3 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 2) cold damage. 

Wyrmwind. : +3 to hit, range 20 ft., 10 targets. Hit: 15 (3d6 + 2) cold damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

The water wyrm is the remains of a dragon who was lost in the Elemental Chaos. It looks like a serpentine dragon, but it is made of freezing water and has no legs. The Chaos left a permanent imprint on the creature, so it abhors rules. It speaks a rudimentary form of draconic, the words slurred by loss of memory. Any dragon can become a water wyrm, but the element imbued is always random. (No guarantee you will get a water wyrm.) All elemental wyrms can flap their wings rapidly to conjure a powerful gale known as a Wyrmwind. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

Habitat: CoastalUnderwater

SilverSheWolf

Comments

Posts Quoted:
Reply
Clear All Quotes