Warp Wyrm

Medium dragon, chaotic evil

Armor Class 15 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 5 (-3) 15 (+2) 16 (+3)

Skills Stealth +7
Condition Immunities paralyzed
Senses darkvision 60 ft., passive Perception 12
Languages Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Ethereal Jaunt. As a bonus action, the wyrm can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
  • Ethereal Sight. The wyrm can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. The wyrm can move through other creatures and objects as if they were difficult terrain. It takes 11 (2d10) force damage if it ends its turn inside an object.
  • Keen Smell. The wyrm has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

  • Multiattack. The wyrm makes three attacks: one with its bite, one with its claw, and one with its tail.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the wyrm started its turn on a different plane from the target, it deals an additional 5 (1d10) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature on the Material Plane, it must succeed on a DC 14 Constitution saving throw or be knocked through the Ethereal Plane, reappearing in a space 1d4 x 5 feet away from its starting point. (Roll 1d8 to determine the direction in which the creature is knocked.) If the creature would reappear inside another creature or an object, it takes 11 (2d10) force damage and appears in the closest unoccupied space.
  • Blink Breath (Recharge 5-6). The wyrm spits a glob of ethereal ectoplasm at a point it can see within 50 feet of it. Each creature within 15 feet of that point must make a DC 14 Dexterity saving throw. On a failure, the creature takes 36 (8d6) force damage and is covered in the wyrm’s ectoplasm for 1 minute. On a success, the creature takes half as much damage and is not covered in ectoplasm. At the start of each of its turns, a creature covered in ectoplasm must succeed on a DC 14 Wisdom saving throw or be magically teleported back to the spot where it was originally hit with Blink Breath (or the nearest unoccupied space, if that space is occupied). A creature can use an action to clean off the ectoplasm, ending the eff ect on itself.

ABOUT

Warp wyrms are smaller than most drakes, but no less vicious. Like cats or sadists, warp wyrms delight in playing with their victims before making the killing blow. Nothing gets a warp wyrm howling with laughter quite like leaping out of the Ethereal Plane to scare a victim or knocking prey through a dimensional portal toward its terrible demise.

Warp wyrms are small drakes capable of rapidly teleporting between the Ethereal and Material Planes, upon both of which they wreak incredible amounts of damage wherever they go.

Whereas most drake collectives are known as rampages, a gang of warp wyrms is called a chaos, and rightly so, for few groups of monsters exhibit as much wanton mayhem and destructive curiosity as these cruel dragons. Even when a warp wyrm lacks prey with which to play, it will undoubtedly stick its nose in all manner of nooks and crannies, uncovering things that should remain hidden, releasing things that should be contained, and breaking things that are impossible to fix.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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