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Glass Wyrm

Large dragon, neutral

Armor Class 19 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft., fly 80 ft.

22 (+6) 10 (+0) 21 (+5) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Dexterity +5, Constitution +11, Wisdom +6, Charisma +6
Skills Perception +11, Stealth +5
Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Draconic, Undercommon
Challenge 14 (11,500 XP)

Special Traits

  • Dazzling Brightness. If the glass wyrm starts its turn in an area of bright light, any creature that can see the glass wyrm must make a DC 19 Constitution saving throw or be blinded until the end of their next turn. This feature does not function in areas of dim light or darkness.
  • Legendary Resistance (3/day). If the glass wyrm fails a saving throw against a spell or other effect, it can choose to succeed instead.


  • Multiattack. The wyrm can use its Frightful Presence and make one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  • Frightful Presence. Each creature of the wyrm’s choice that is within 120 feet of the wyrm and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the wyrm’s Frightful Presence for the next 24 hours.
  • Glass Breath (recharge 5–6). The glass wyrm exhales a blast of razor–sharp shards of glass in a 60–foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) slashing damage on a failed saving throw, or half as much damage on a successful one.


  • Reflect Spells (recharge 5–6). If the glass wyrm is the target of a line spell, a magic missile spell, or a spell that requires a ranged attack roll, the glass wyrm can reflect the spell back at the caster. The caster becomes the target of the spell, using their spell save DC and spell attack modifier.

Legendary Actions

The glass wyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wyrm regains spent legendary actions at the start of its turn.

  • Detect. The wyrm makes a Wisdom (Perception) check.
  • Tail Attack. The wyrm makes a tail attack.
  • Wing Attack (costs 2 actions). The wyrm beats its wings. Each creature within 10 feet of the wyrm must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The wyrm can then fly up to half its flying speed.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene