Me.Mimic

Frost Wyrm

A gargantuan black-scaled wyrm breathing frost.

Gargantuan Dragon, Neutral

Armor Class 21

Hit Points 280 (16d20 + 112)

Speed 60 ft., swim 60 ft.

Initiative +8 (18)

STR DEX CON INT WIS CHA
27 (+8)
14 (+2)
24 (+7)
10 (+0)
19 (+4)
17 (+3)

Saving Throws Str +14, Con +13

Damage Resistances fire, poison

Damage Immunities cold

Skills Perception +10

Senses blindsight 30 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 20

Languages Draconic, Primordial (Aquan)

Challenge 20 (XP 25,000; PB +6)

A gargantuan black-scaled wyrm breathing frost.

Amphibious. The wyrm can breathe air and water.

Ice Walk. The wyrm can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

Impervious Scales. The wyrm has a damage threshold of 15, except against psychic damage or damage dealt by creatures swallowed by it.

Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead. When it does, its damage threshold is reduced by 5 until it finishes a long rest.

ACTIONS

Multiattack. The wyrm makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +14, reach 15 ft. Hit: 27 (3d12 + 8) piercing damage plus 36 (8d8) cold damage. If the target is a Large or smaller creature, it is grappled (escape DC 22), and it is restrained until the grapple ends.

Tail. Melee Weapon Attack: +15, reach 30 ft. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it is knocked prone and pushed back 10 feet.

Frost Shard Breath (Recharge 6). Dexterity Saving Throw: DC 21, each creature in a 60-foot cone. Failure: 21 (6d6) piercing damage and 45 (10d8) cold damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for 1 minute for creatures other than the drogulum, and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Ice Mist Breath. The area in a 30-foot emanation originating from the wyrm, spreading around corners, becomes heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. When a creature starts its turn inside the area, it takes 10 (3d6) cold damage.

BONUS ACTIONS

Swallow. Strength Saving Throw: DC 22, one Large or smaller creature grappled by the wyrm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the wyrm, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wyrm, and gains one level of exhaustion due to the extreme cold at the start of each of the wyrm’s turns.

If the wyrm takes 40 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the wyrm and is prone. If the wyrm dies, any swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.

Gargantuan Dragon, Neutral

Armor Class 20

Hit Points 201 (13d20 + 65)

Speed 60 ft., swim 60 ft.

Initiative +7 (17)

STR DEX CON INT WIS CHA
25 (+7)
14 (+2)
21 (+5)
10 (+0)
17 (+3)
16 (+3)

Saving Throws Str +12, Con +10

Damage Resistances fire, poison

Damage Immunities cold

Skills Perception +8

Senses blindsight 30 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 18

Languages Draconic, Primordial (Aquan)

Challenge 16 (XP 20,000; PB +5)

A gargantuan black-scaled wyrm breathing frost.

Amphibious. The wyrm can breathe air and water.

Ice Walk. The wyrm can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

Impervious Scales. The wyrm has a damage threshold of 10, except against psychic damage or damage dealt by creatures swallowed by it.

Legendary Resistance (2/Day). If the wyrm fails a saving throw, it can choose to succeed instead. When it does, its damage threshold is reduced by 5 until it finishes a long rest.

ACTIONS

Multiattack. The wyrm makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +12, reach 15 ft. Hit: 19 (2d12 + 6) piercing damage plus 31 (7d8) cold damage. If the target is a Large or smaller creature, it is grappled (escape DC 21), and it is restrained until the grapple ends.

Tail. Melee Weapon Attack: +12, reach 30 ft. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it is knocked prone and pushed back 10 feet.

Frost Shard Breath (Recharge 6). Dexterity Saving Throw: DC 18, each creature in a 60-foot cone. Failure: 14 (4d6) piercing damage and 40 (9d8) cold damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for 1 minute for creatures other than the drogulum, and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Ice Mist Breath. The area in a 30-foot emanation originating from the wyrm, spreading around corners, becomes heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. When a creature starts its turn inside the area, it takes 7 (2d6) cold damage.

BONUS ACTIONS

Swallow. Strength Saving Throw: DC 19, one Large or smaller creature grappled by the wyrm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the wyrm, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wyrm, and gains one level of exhaustion due to the extreme cold at the start of each of the wyrm’s turns.

If the wyrm takes 40 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the wyrm and is prone. If the wyrm dies, any swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.

Gargantuan Dragon, Neutral

Armor Class 22

Hit Points 351 (19d20 + 152)

Speed 60 ft., swim 60 ft.

Initiative +10 (20)

STR DEX CON INT WIS CHA
29 (+9)
16 (+3)
26 (+8)
10 (+0)
20 (+5)
18 (+4)

Saving Throws Str +16, Con +15

Damage Resistances fire, poison

Damage Immunities cold

Skills Perception +12

Senses blindsight 30 ft., darkvision 120 ft., tremorsense 120 ft., passive Perception 22

Languages Draconic, Primordial (Aquan)

Challenge 24 (XP 62,000; PB +7)

A gargantuan black-scaled wyrm breathing frost.

Amphibious. The wyrm can breathe air and water.

Ice Walk. The wyrm can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

Impervious Scales. The wyrm has a damage threshold of 20, except against psychic damage or damage dealt by creatures swallowed by it.

Legendary Resistance (4/Day). If the wyrm fails a saving throw, it can choose to succeed instead. When it does, its damage threshold is reduced by 5 until it finishes a long rest.

ACTIONS

Multiattack. The wyrm makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +16, reach 15 ft. Hit: 35 (4d12 + 9) piercing damage plus 44 (8d10) cold damage. If the target is a Large or smaller creature, it is grappled (escape DC 24), and it is restrained until the grapple ends.

Tail. Melee Weapon Attack: +16, reach 30 ft. Hit: 42 (6d10 + 9) bludgeoning damage. If the target is a creature, it is knocked prone and pushed back 10 feet.

Frost Shard Breath (Recharge 6). Dexterity Saving Throw: DC 23, each creature in a 60-foot cone. Failure: 27 (6d8) piercing damage and 55 (10d10) cold damage. Success: Half damage. Failure or Success: The area becomes difficult terrain for 1 minute for creatures other than the drogulum, and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

Ice Mist Breath. The area in a 30-foot emanation originating from the wyrm, spreading around corners, becomes heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it. When a creature starts its turn inside the area, it takes 14 (4d6) cold damage.

BONUS ACTIONS

Swallow. Strength Saving Throw: DC 24, one Large or smaller creature grappled by the wyrm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the wyrm, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wyrm, and gains one level of exhaustion due to the extreme cold at the start of each of the wyrm’s turns.

If the wyrm takes 40 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the wyrm and is prone. If the wyrm dies, any swallowed creature is no longer restrained and can escape from the corpse using 20 feet of movement, exiting prone.