Enemies roll initiative with disadvantage.
- •Sinuous Charge.
Burrow 8. 1d20.
- •Tail Swipe.
2 Targets. Reach 3: 1d20.
- •Caustic Bile breath.
Cone 4. 2d20. DC 10 DEX for half.
One enemy in 6: DC 12 WIL or spend their next action to flee.
The Wyrm is dying! 50 more damage and it dies. Until then, it gains Oozing Bile: Creatures that end their turn in 3 take 5 damage.
30′ long, with lumpy flesh, brown-black scales, patches of fur or feathers, and leering, lupine faces. Burrow into the earth to surprise prey. Delight in killing for its own sake.
Behaviour: Savage, rapacious, destructive. Speech: Growling, broken sentences. Basic Woldish, Wyrm.
See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).
Roll WIL save with disadvantage instead of Initiative.
- •Sinuous Charge.
Move 10. 1d20+4.
- •Tail Sweep.
2 targets. Reach 3: 1d20+4.
- •Venemous Phlegm Breath.
3x3 burst in 12. 2d20. DC 13 DEX for half.
All in 6: DC 13 WIL or Dazed.
The Wyrm is dying! 70 more damage and it dies. Until then, gain Oozing Phlgem: Enemies who end their turn in 3 are Dazed.
40′ long, sinuous, with scintillating silver-grey scales, weed-like fringes of purple, serpentine faces, and flashing, golden eyes. Dwell in or close to water. Love gems and hypnotic music.
Behaviour: Languid, avaricious, deceitful. Speech: Dreamy hissing. Woldish, Wyrm.
See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).
Roll a WIL save instead of Initiative. If you roll less than 14, the Wyrm spends one of your actions for you to move.
- •Sinuous Charge.
Fly 12. 1d20+7.
- •Tail Sweep.
2 Targets. Reach 3: 1d20+7.
- •Boiling Blood Breath.
Cone 6. 2d20. DC 14 DEX for half.
DC 14 WIL save or the Wyrm spends one of your actions for you to move.
The Wyrm is dying! 90 more damage and it dies. Until then, it gains Oozing Blood: enemies in 3 have disadvantage to attack it.
50′ long, with deep crimson scales, human-like faces, pupilless blue eyes, a ridge of antlers at the neck, and a thorny, whip-like tail. Often charm lesser beings to do their bidding. Behavior: Scheming, cruel, sadistic. Speech: Eloquent, venomous. Woldish, Wyrm, Sylvan. See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).
Roll a WIL save instead of initiative. If you roll less than 15, you are Frightened on your first turn.
Vulnerable to Psychic Damage, but causes enemies in 6 to take half the damage it takes.
- •Sinuous Charge.
Fly 12. 1d20 + 10.
- •Tail Sweep.
2 Targets. Reach 4: 1d20 + 10.
- •Acidic Bile Breath.
Cone 6. 3d20. DC 15 DEX for half.
Immediately use Acidic Bile Breath.
The Wyrm is dying! 110 more damage and it dies. Until then, gain Oozing Bile: enemies that end their turn in 3 take 10 acid damage.
60′ long, with tarnished gold scales, misshapen heads, bulbous, black eyes, and tufts of wispy, white hair. Hoard knowledge in addition to gold, feigning wisdom to lure in victims. Behaviour: Erudite, treacherous, hateful Speech: Reasoned rasp. Woldish, Wyrm, Dwelve, Sylvan.
See DMB 96 for more on Wyrms (especially Vulnerabilities and Regeneration).