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.
Galevoid Wyrm
Combat
AC 18 · HP 212 · CR 15Galevoid Wyrm
Spells
Actions
Reactions
Legendary Actions
- Role
- Solo
- Built for
- 11
Notes for the game master
Tactics
Opening
The wyrm begins the fight from above or a distant tower, surveying with blindsight-like perception. It opens with a Shadow Gale or with Lightning Lancing strikes to force saves and scatter the party, then closes to batter isolated foes.
Mid-fight
It separates the party with Wing Gust pushes and Shadow Gale pulls then focuses on casters and ranged attackers. The wyrm uses legendary actions to reposition and punish those who try to close, and casts control spells to deny movement.
End of the fight
The wyrm uses its highest-damage options and area control to finish off weakened opponents, attempting to drag spellcasters into the cone of Shadow Gale and isolate them from allies. If it can, it channels a final Shadow Gale to collapse a battlefield into a vortex and smother any last threats with deafening thunder.
Retreat
If reduced below a quarter of its hit points it becomes enraged and reckless, throwing itself into the fight. It will attempt to flee only if unable to maintain control of the winds in its lair, using Teleport Gust to escape and return later to recover.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A colossal serpentine form woven of ink-dark clouds and razor wind, scaled with metallic feathers that shimmer like torn glass. Its eyes burn with a cold pale blue, and under its translucent hide roils a storm of sparks and whispering currents. The wyrm leaves a trail of tattered shadow and whistling pressure that bends banners and cracks stone.
Behavior
Territorial and ritualistic. The wyrm treats the ruined fortress as its anchoring node and will stalk intruders before delivering sudden, overwhelming gust assaults. It studies prey with patient circling and tests defenses by probing with lightning strikes.
How it lives
Born when an elemental rift inside the ruined fortress drew in shadow and storm, the galevoid wyrm feeds on conflict and the motion of air. It consumes ambient wind-worship and subdues air-spirits to form its minions. Where it perches, winds become colder and more whisper-silent.
Lair
A collapsed observatory atop the fortress where wind sigils anchor local currents. Within the lair the wyrm's presence intensifies: Gusts become erratic, ranged attacks suffer heavy drift, and the wyrm regains Shadow Gale on a 4-6 instead of 5-6. Protected tether pylons grant it partial cover and can be disabled by destroying arcane anchors (DC 18 Strength or DC 16 Arcana checks).
- Habitat
- Ruined fortress plane of wind, broken battlements, open atriums and tethering pylons that channel currents
Signs that it is near
Tags
Lore
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.
What drives it
To overthrow the old hierarchies of wind and bind the plane to its will so that storms answer its thought and the fortress becomes a palace for the new order.
After the fight
If the galevoid wyrm is destroyed, the conquered currents it held loosen. The ruined fortress plane of wind experiences a month of erratic storms, torn air-spirits, and drifting debris that reveal hidden caches and tear loose anchoring sigils. The plane slowly returns to its old patterns unless a powerful air-taming ritual is performed. Remnants of the wyrm linger as pockets of shadow-wind that can be harvested by spellcasters to craft rare reagents.
“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.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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