Faleich-Wyrm

Gargantuan undead, chaotic evil

Armor Class 18 (natural)
Hit Points 370 (20d20+160)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 26 (+8) 5 (-3) 14 (+2) 22 (+6)

Saving Throws Str +15, Con +13, Wis +7
Damage Resistances cold, necrotic

Damage Immunities non-magical weapons, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
Senses darkvision 120 ft., passive Perception
Languages Understands Common
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Leach Infested. Any creature attacking a faleich-wyrm with a melee weapon or natural attack must succeed at a DC 19 Dexterity save or be showered in undead leeches. Creatures grappling the beast or who are swallowed by it must make a save at the start of any round in which the condition continues and must make the save at disadvantage. A creature infested with leeches must make a DC 19 Constitution save at the start of each of its rounds. On a failed save, the creature has its hit point maximum reduced by 1d10 (6) and acts as if under the effects of a confusion spell until the start of its next round. An infested creature that takes fire damage automatically succeeds on the Constitution save for 1 minute as the leeches go dormant. Any effect that removes a disease destroys the leeches and allows the creature’s hit point maximum to be fully restored after a full rest. A heal spell destroys the disease and restores the creature’s hit point maximum to full before applying its healing effects.
  • Magic Resistance. The faleich-wyrm makes saving throws against spells and magical affects with advantage.
  • Turn Resistance. The faleich-wyrm makes saving throws against turning effects with advantage.

ACTIONS

  • Multiattack. The faleich-wyrm may make three attacks, one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d10+10 (21) piercing damage, plus 2d10 (11) poison damage. If the target is Large or smaller it must succeed on a DC 19 Dexterity saving throw or be swallowed. A swallowed creature gains the blind and restrained conditions and has total cover against any attacks or effects originating outside the faleich-wyrm. In addition, the target takes 8d6 (28) acid damage at the start of each of the faleich-wyrm’s rounds. If the faleich-wyrm takes at least 35 damage in a single turn from a swallowed creature, it must succeed on a DC 21 Constitution save or release all swallowed creatures. Creatures released in this way land 10 ft. from the creature and fall prone. If the faleich-wyrm is killed, swallowed creatures lose the restrained condition and may escape the faleich-wyrm’s corpse by using 20 feet of movement and exiting the creature prone.
  • Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 2d8+10 (19) slashing damage.
  • Poison Breath (Recharge 5-6). The faleich-wyrm exhales a cone of poisonous gas 60 feet on a side. Creatures in the area of effect must succeed on a DC 19 Constitution save or take 56 (16d6) poison damage and gain the poisoned condition for 1 minute. A successful save reduces the damage to half and prevents the poisoned condition. Creatures poisoned by the faleich-wyrm’s breath weapon may repeat the save at the end of each of their rounds to end the effect.

ABOUT

A Faleich-wyrm is 40 to 50 feet in length and weighs over 100 tons. Their great scales are a moldering brownish-green and its dried leathery flesh clings tightly to its skeletal, undead frame. They exist only to reap destruction and once awakened rampage without stopping, attacking anything, living or dead within their path. Still, Faleich-wyrms tend to target living things first and once attracted to a live target continue to hunt it down until they rend it into tiny pieces.

At present, these giant undead tatzlwyrms or Faleich-wyrms, rest in secluded areas; hidden from the world in great stone temples, caverns, or massive burial mounds. Left behind by their creators, they remain dormant until the unlucky or overly curious accidentally awaken them.

Created over the span of several decades, the awakening processes vary, but generally consist of a few runes which when read aloud, cause the beast to rise. Once awakened, the creature flies into an unstoppable rampage of destruction.

Rumors remain that at one of these locations, there exists a powerful ritual that if properly executed will simultaneously awaken all these creatures at once.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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