Bestiary · Draconian

PR 9

Water Wyrm

Water wyrms hold trench systems on ocean worlds and take vessels that anchor over them. They are the least surveyed of the wyrm lines.

Physiology
Draconian
Size
Giant
Speed
10 ft., swim 60 ft., burrow 20 ft.
Armor class
18 (overlapping scale)
Hit points
161 (14d12 + 70)
Proficiency
+4
  • STR 23 +6 save +6
  • DEX 15 +2 save +6
  • CON 21 +5 save +9
  • INT 10 +0 save +0
  • WIS 15 +2 save +2
  • CHA 12 +1 save +1
Skills
Perception +6 , Stealth +6
Passive Perception
16
Senses
blindsight 90 ft., darkvision 120 ft.
Languages
Draconic, Primordial
Damage resistances
cold, bludgeoning
Found in
Oceanic Trench , Terran (Oceanic)

Traits

  • Amphibious

    Breathes air and water.

  • Crushing Depth

    Immune to damage and conditions caused by pressure, and can drag a Huge or smaller creature to any depth.

Actions

  • Bite

    +10 to hit · reach 15 ft.

    3d8 + 6 piercing damage

    Two attacks. A Large or smaller creature hit is Grappled.

  • Whirlpool

    DC 18 Strength save

    Each creature within 30 feet in the water is pulled 20 feet toward the wyrm and takes 8d8 bludgeoning damage on a failed save, or half damage and no movement on a success.

  • Drag Down Reaction

    When a creature Grappled by the wyrm attempts to escape or is healed by an ally, the wyrm swims up to its speed straight down, taking that creature with it. Each 100 feet of depth deals 2d6 bludgeoning damage to any creature not adapted to pressure.