The Waerm is able to cast a spell once every other turn as a bonus action.
Spellcasting. The Waerm is a spellcaster. Its spellcasting ability is [Charisma] (spellsave DC 15, +8 to hit with spell attacks). The Waerm has following Sorcerer spells prepared:
Cantrips (at will): Acid splash, Poison spray
1st level (4 slots): Fog cloud, Ray of sickness
2nd level (3 slots): Mirror Image, See Invisibility, Detect Thoughts
3rd level (2 slots): Blink
Actions
Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 19 (4d12 + 5) [Bludgeoning] damage.
Fins. Melee Weapon Attack: +9 to hit, reach 5 feet., 1 target. Hit: 26 (6d6 + 5) [Bludgeoning] damage.
Acid Spew. Ranged Weapon Attack: +6 to hit, range 20/80 ft., 2 targets. Hit: 27 (5d8 + 5) [Acid] damage.
Spines. Ranged Weapon Attack: +6 to hit, range 100/300 ft., 1 target. Hit: 17 (4d10 + 5) [Piercing] damage.
Description
-tbd
Lair and Lair Actions
Lair Actions
On initiative count 2 (losing initiative ties), the Waerm takes a lair action to cause one of the following effects; the Waerm can’t use the same effect two rounds in a row:
- Deep mists- enemies have disadvantage on perception in a area this turn.
- Rumble- A 45x45 ft area becomes rough terrain this turn.
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