Immune to Acid and Poison.
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).