Feathered Wurm
Huge • Dragon • Neutral
Armor Class 17
Hit Points 189 (18d12 + 72)
Speed 40 ft., climb 40 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 12 (+1) | 19 (+4) | 9 (-1) | 18 (+4) | 14 (+2) |
Saving Throws Str +9, Con +8
Skills Perception +8, Stealth +5
Damage Immunities acid, cold, fire, poison, radiant
Senses blindsight 60 ft., passive Perception 18
Languages Draconic, Sylvan
CR 12 (XP 8,400; PB +4)

Camouflage. The wurm has advantage on Dexterity (Stealth) checks.
Displacement. Attack rolls against the wurm have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the wurm is incapacitated.
ACTIONS
Multiattack. The wurm makes three attacks: one with its Bite, one with its Constrict, and one with its Tail.
Bite. Melee Weapon Attack: +9, reach 15 ft. Hit: 27 (4d10 + 5) piercing damage.
Constrict. Strength Saving Throw: DC 17, one Huge or smaller creature the wurm can see within 10 feet. Failure: 27 (5d8 + 5) bludgeoning damage, and the target is grappled (escape DC 17). While grappled this way, the target is restrained, and the wurm can't use Constrict on another target.
Tail. Melee Weapon Attack: +9, reach 20 ft. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is knocked prone.
Breath Weapons (Recharge 6). The wurm uses one of the following breath weapons.
Scintillating Breath. Constitution Saving Throw: DC 16, each creature in a 60-foot cone. Failure: 40 (9d8) radiant damage, and the target becomes blinded until the end of its next turn. Success: Half damage.
Mirrage Breath. Wisdom Saving Throw: DC 16, each creature in a 60-foot cone. Failure: The target becomes incapacitated for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success. Success or Effect Ends: The target becomes immune to this effect for 1 hour.
Feathered Wurm
Huge • Dragon • Neutral
Armor Class 16
Hit Points 133 (14d12 + 42)
Speed 40 ft., climb 40 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 9 (-1) | 16 (+3) | 14 (+2) |
Saving Throws Str +8, Con +7
Skills Perception +7, Stealth +4
Damage Immunities acid, cold, fire, poison, radiant
Senses blindsight 60 ft., passive Perception 17
Languages Draconic, Sylvan
CR 9 (XP 5,000; PB +4)

Camouflage. The wurm has advantage on Dexterity (Stealth) checks.
Displacement. Attack rolls against the wurm have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the wurm is incapacitated.
ACTIONS
Multiattack. The wurm makes three attacks: one with its Bite, one with its Constrict, and one with its Tail.
Bite. Melee Weapon Attack: +8, reach 15 ft. Hit: 20 (3d10 + 4) piercing damage.
Constrict. Strength Saving Throw: DC 16, one Huge or smaller creature the wurm can see within 10 feet. Failure: 22 (4d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). While grappled this way, the target is restrained, and the wurm can't use Constrict on another target.
Tail. Melee Weapon Attack: +8, reach 20 ft. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is knocked prone.
Breath Weapons (Recharge 6). The wurm uses one of the following breath weapons.
Scintillating Breath. Constitution Saving Throw: DC 15, each creature in a 60-foot cone. Failure: 31 (7d8) radiant damage, and the target becomes blinded until the end of its next turn. Success: Half damage.
Mirrage Breath. Wisdom Saving Throw: DC 15, each creature in a 60-foot cone. Failure: The target becomes incapacitated for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success. Success or Effect Ends: The target becomes immune to this effect for 1 hour.
Feathered Wurm
Huge • Dragon • Neutral
Armor Class 18
Hit Points 218 (19d12 + 95)
Speed 40 ft., climb 40 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 14 (+2) | 19 (+4) | 9 (-1) | 20 (+5) | 16 (+3) |
Saving Throws Str +11, Con +10
Skills Perception +10, Stealth +7
Damage Immunities acid, cold, fire, poison, radiant
Senses blindsight 60 ft., passive Perception 20
Languages Draconic, Sylvan
CR 15 (XP 13,000; PB +5)

Camouflage. The wurm has advantage on Dexterity (Stealth) checks.
Displacement. Attack rolls against the wurm have disadvantage, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the wurm is incapacitated.
ACTIONS
Multiattack. The wurm makes three attacks: one with its Bite, one with its Constrict, and one with its Tail.
Bite. Melee Weapon Attack: +11, reach 15 ft. Hit: 33 (5d10 + 6) piercing damage.
Constrict. Strength Saving Throw: DC 19, one Huge or smaller creature the wurm can see within 10 feet. Failure: 33 (6d8 + 6) bludgeoning damage, and the target is grappled (escape DC 19). While grappled this way, the target is restrained, and the wurm can't use Constrict on another target.
Tail. Melee Weapon Attack: +11, reach 20 ft. Hit: 24 (4d8 + 6) bludgeoning damage, and the target is knocked prone.
Breath Weapons (Recharge 6). The wurm uses one of the following breath weapons.
Scintillating Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot cone. Failure: 49 (11d8) radiant damage, and the target becomes blinded until the end of its next turn. Success: Half damage.
Mirrage Breath. Wisdom Saving Throw: DC 18, each creature in a 60-foot cone. Failure: The target becomes incapacitated for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success. Success or Effect Ends: The target becomes immune to this effect for 1 hour.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
