Dakmour Wyrm

Huge beast, chaotic evil

Armor Class 14 (natural armor)
Hit Points 85 (10d12+20)
Speed 40 ft.

21 (+5) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

Skills Perception +2, Stealth +4
Senses darkvision 30 ft., passive Perception 12
Challenge 3 (700 XP)


  • Camouflage. The Dakmour Wyrm has perfect camouflage for its native environment. Any time it is in its own hunting grounds, it has advantage on all Stealth checks.


  • Multiattack. The creature can make 1 bite attack and up to 4 tendril attacks each round. If 2 tendrils successfully grapple a single target, the Wyrm can also attempt a constriction attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 12 (2d6+5) piercing damage.
  • Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit 8 (1d6+5) necrotic damage. The target must make a Strength or Dexterity Save (DC 14, their choice). If they fail the save, they are grappled by the tendril. Someone grappled by a tendril automatically takes damage from the tendril each round. If two or more tendrils grab someone, then the Wyrm can immediately make a Constriction Attack as well.
  • Constriction. Melee Weapon Attack: +7 to hit, reach 5 ft., on creature. Hit: 14 (2d8+5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained and the Wyrm cannot constrict another target.


The dakmour is a strange, snake-like beast that is highly adapted to jungle or forest environments. Ranging up to 36 feet long, with a girth that averages about 5 feet in diameter, this legless dragon-like creature is heavy and not very mobile on the ground. However, four large and long tentacles located several feet behind the head allow the creature to move through a forest canopy with ease. By using its tentacles, tail, and body the creature moves through the lower, heavy branches quite quickly. The green-yellow pattern of its skin makes it well suited for the forest environment, giving it the ability to blend in with the surrounding foliage and stalk its prey. These creatures are possessed of some minor intelligence and are aware enough to understand a lust for killing things.

Territorial Hunters. These creatures take great pleasure in killing and are always on the hunt. Though they have no dens, they generally have very limited hunting ranges, less than 2 or 3 square miles and they always return to the same place to eat their prey, a spot somewhat removed from where it hunts. It leaves any remains of its victims in piles and heaps where wild dogs or other scavengers pick the bones.

Ambush Predator. The dakmour generally hunts its prey by laying in ambush in the lower canopy of trees and striking when something passes beneath. They pull the prey/victim into the tree if they can, if not they fall out of the tree and coil about the creature. These heavy beasts fight with absolute wild abandon, lashing about with their torsos, biting, engulfing victims with their tentacles and constricting them. The tentacles attach to their prey, both crushing them and sucking the blood from them. If it gets enough of a hold, the dakmour tries to wrap around the victim, Crushing it with its body, draining its lifeblood with its tentacles and biting it to death.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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