Galevoid Wyrm

Old sky-scribes warn of a storm-befallen guardian that learned hunger. They call it the Galevoid Wyrm, an aberrant mind that stitched shadow to wind to cast out competing currents and rewrite the plane's laws. Ancient inscriptions claim it listens for the cadence of rulers and will reorder gusts to whisper new edicts.

LargeAberration(Aberration)CR 15Chaotic Neutral

Galevoid Wyrm

shadowairelementaldragonlikesoloboss
HP212AC18SPDfly 90 ft., hover, climb 30 ft.CR15 (13,000 XP)PerceptionStealthArcana
STR
23
DEX
18
save
CON
20
save
INT
14
WIS
16
save
CHA
18
save
Airform. The wyrm can occupy the same space as creatures and vice versa, moving through them as if they were difficult terrain. Creatures that end their turn inside the wyrm are pushed to the nearest unoccupied space and take 10 () bludgeoning damage as wind compresses and expels them.
Legendary Resistance. The wyrm can spend 1 legendary action to succeed on a saving throw it fails.
Shadowwind Aura. A 30-foot radius around the wyrm is filled with whispering shadow that muffles sound and disrupts concentration. When a creature starts its turn in the area it must succeed on a Constitution saving throw or have disadvantage on concentration checks until its next turn.
Anchored Fury. The wyrm regains Breath Weapon if at least one tether pylon in its lair remains active when it takes a short rest.
Multiattack and Standard Attacks. The galevoid wyrm bites and lashes with a wind-forged maw and wings to batter foes. Bite: Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 26 () piercing damage plus 13 () lightning damage. Wing Gust: Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () bludgeoning damage and the target must succeed on a Strength saving throw or be pushed 15 feet away and knocked prone. The wyrm makes two Wing Gust attacks when it uses this attack as part of Multiattack. Shadow Gale (Recharge 5-6): The wyrm exhales a rolling cone of twisted wind and darkness in a 90-foot cone. Each creature in that area must make a Dexterity saving throw, taking 54 () lightning and thunder damage on a failed save, or half as much on a successful one. On a failed save a creature is also pulled up to 30 feet toward the wyrm and is blinded until the end of its next turn as shadowed wind scours the eyes.
Tempest Parry. When a creature the wyrm can see hits it with an attack, the wyrm can halve that attack's damage against it by whipping a wall of pressure around itself, gaining a bonus to AC against that attack. If the attack still hits, the attacker is pushed 10 feet.
Wing Swipe. Wing Swipe. The wyrm makes one Wing Gust attack.
Errant Bolt (Costs 2 Actions). Errant Bolt. The wyrm fires a jagged lance of charged wind at a target it can see within 120 feet. Ranged Spell Attack: to hit. Hit: 27 () lightning damage.
Teleport Gust (Costs 3 Actions). Teleport Gust. The wyrm vanishes in a swirl of shadow-wind and reappears up to 60 feet away. The space it vacated erupts in a burst: each creature within 10 feet of that space must make a Constitution saving throw or take 14 () thunder damage and be deafened until the end of its next turn.
Cantrips
Innate SpellcastingDivination and Evocation Innate casting, charisma is the spellcasting ability (spell save DC 18, +10 to hit with spell attacks). The wyrm can cast the following spells, requiring no material components. At will: gust of wind, fog cloud. 3/day each: thunderwave, lightning bolt (3rd level). 1/day: control weather.
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