Large Aberration, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 175 (20d12 + 45)
Speed 30 ft., +4 AC while burrowing. , Walk 25 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +7, INT +8, WIS +7
Damage Vulnerabilities Fire, Lightning, Poison
Damage Resistances Acid, Bludgeoning, Force, Slashing, Thunder
Senses Darkvision 40 ft., Tremorsense 360 ft., Passive Perception 22
Languages All
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

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.

Monster Tags: abberation

Habitat: MountainUnderdark

Andersonj7

Comments

Posts Quoted:
Reply
Clear All Quotes