Gloommantle Wyrm

Tales call them nightwyrms or shade drakes. Farmers tell of flocks found hollowed out and covered in silvery filaments. Old hermits say one once haunted the ruins of a noble's keep, feeding on the grief of the house.

LargeMonstrosity(Shadow Drake)CR HighNeutral Evil

Gloommantle Wyrm

shadowdragonnecroticambush
HP142AC17SPDWalk 30 ft., Fly 50 ft. (hover), Climb 30 ft., Burrow 20 ft.CR9 (5,000 XP)StealthPerception
STR
14
DEX
16
save
CON
18
save
INT
12
WIS
15
CHA
10
Shadow Stealth. While in dim light or darkness the Gloommantle Wyrm has advantage on Dexterity (Stealth) checks and on saving throws against being blinded. If the Wyrm starts its turn in dim light or darkness it regains 10 hit points.
Sunlight Sensitivity. If the Wyrm is in bright light it has disadvantage on attack rolls and its spell-like effects that impose blindness or darkness fail automatically.
Blink Shadow. The Wyrm can use a bonus action to shift partly into the Plane of Shadow, teleporting up to 30 feet to an unoccupied space it can see that is in dim light or darkness. It reappears in a swirl of motes, and creatures within 5 feet must succeed on a Dexterity saving throw or take 9 () necrotic damage.
Lair Desperation. If the Wyrm would be reduced to 0 hit points while inside its lair it makes one last Shadowbreath attack before collapsing.
Rending Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 17 () piercing damage plus 9 () necrotic damage and the target must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn as shadowy membranes cling to it.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () slashing damage. If the target is grappled by the Wyrm's Tail Lash this attack deals an additional 9 () necrotic damage.
Siphon Glare. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 22 () necrotic damage and the target must make a Constitution saving throw. On a failed save the target is blinded until the end of its next turn as its vision is filled with writhing dark motes.
Tail Lash. The Wyrm lashes out with its long, prehensile tail. Melee Weapon Attack: to hit, reach 15 ft., one creature. Hit: 12 () bludgeoning damage and the target is grappled (escape ). Until this grapple ends the target is restrained. The Wyrm can grapple up to two Medium or smaller creatures at once with its tail. A restrained target takes 9 () necrotic damage at the start of each of the Wyrm's turns as the shadow membranes tighten.
Shadowbreath. Recharge 5-6. The Wyrm exhales a cone of living shadow 30 feet long and 10 feet wide. Each creature in that area must make a Dexterity saving throw, taking 45 () necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail by 5 or more are also stunned until the end of their next turn as shadows sap their will.
Shadow Rebuke. When a creature within 30 feet uses a spell that creates bright light the Wyrm lashes its tail at that creature with advantage. Melee Weapon Attack: to hit. Hit: 12 () bludgeoning damage and the spellcaster must succeed on a Constitution saving throw or have the spell dampened, causing it to end immediately.
Swift Coil. The Wyrm moves up to half its flying speed without provoking opportunity attacks or makes one Claw attack.
Piercing Glare (Costs 2 Actions). The Wyrm uses Siphon Glare at will without expending its action. Targets hit by this legendary action do not gain the blindness on a success.
2nd level
Darkness (innate)Evocation The Wyrm can innately cast darkness at will without components. When it casts darkness it can choose to make the area centered on itself and the darkness becomes semitransparent only to the Wyrm.
3rd level
Hunger of Hadar (once per day)Conjuration Once per day the Wyrm can cast hunger of hadar centered on itself as if cast by a 5th-level caster. Creatures must succeed on a Wisdom save or take damage and be frightened while within the area.
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