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.