Ice Wyrm
Ice wyrms move inside glaciers the way their cousins move through rock, and surface through the shelf without warning. The Vale settlements track the cracking as a weather signal.
- Physiology
- Draconian
- Size
- Giant
- Speed
- 25 ft., swim 30 ft., burrow 40 ft.
- Armor class
- 17 (frost-fused scale)
- Hit points
- 138 (12d12 + 60)
- Proficiency
- +3
- STR 22 +6 save +6
- DEX 12 +1 save +1
- CON 21 +5 save +8
- INT 8 -1 save -1
- WIS 14 +2 save +5
- CHA 10 +0 save +0
- Skills
- Perception +5 , Stealth +4
- Passive Perception
- 15
- Senses
- tremorsense 90 ft., darkvision 120 ft.
- Languages
- Draconic, Primordial
- Damage resistances
- bludgeoning
- Damage immunities
- cold
- Damage vulnerabilities
- fire
- Condition immunities
- prone
- Found in
- Arctic , Terran (Arctic)
Traits
-
Ice Swimmer
Moves through ice and packed snow at full speed.
-
Cold Aura
A creature that ends its turn within 10 feet takes 2d6 cold damage.
Actions
-
Bite
+9 to hit · reach 15 ft.
2d10 + 6 piercing damage
Two attacks. A creature hit by both has its speed halved until the end of its next turn.
-
Frost Breath
DC 16 Constitution save
A 60-foot line. Each creature in it takes 10d8 cold damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Under the Shelf Reaction
DC 16 Dexterity save
When a creature within 30 feet standing on ice or packed snow hits the ice wyrm, that creature makes a Dexterity saving throw or falls Prone and drops 10 feet into the wyrm's run.