Greatwyrm (5e Creature)

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Greatwyrm[edit]

Gargantuan monstrosity, chaotic evil


Armor Class 19 (natural armor)
Hit Points 165 (10d20 + 60)
Speed 40 ft., burrow 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 14 (+2) 12 (+1) 10 (+0)

Saving Throws Str +11, Con +11
Proficiency Bonus +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, prone
Senses tremorsense 60 ft., passive Perception 11
Languages
Challenge 13 (10,000 XP)


Siege Monster. The wyrm deals double damage to objects and structures.

Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.

Tunneller. The wyrm can burrow through solid rock at its burrow speed and leaves a 10-foot-wide, 10-foot-high tunnel in its wake.

ACTIONS

Multiattack. The wyrm can use its Frightful Presence. It then makes one bite or Swallow attack. It can then make one tongue attack.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. This can not be used if a creature is grappled with the tongue.

Swallow. The wyrm makes one bite attack against a Medium or smaller target it is grappling. if it hits the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 15 (5d6) acid damage at the start of each of the wyrm's turns. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using all of its movement.

Tongue. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). The wyrm may only grapple one target at a time.

Frightful Presence. Each creature of the wyrm's choice that is within 120 feet of the wyrm and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wyrm's Frightful Presence for the next 24 hours.


The grounds of the deserts and hills are hard for all beasts and manner of men, but that is without interference from this nightmare beast. Greatwyrms sleep at night and hunt during the day, bursting from below to swallow people and animals whole.

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