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.
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.
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.
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