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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.

Large aberration · CR 15 · Unique (boss)

Galevoid Wyrm

A shadow-infused wind elemental that has grown sentient and dragonlike, seeking to unmake the plane of wind and impose a new regime of storm and void.
AC18
HP212/212
CR15
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 18 · HP 212 · CR 15

Galevoid Wyrm

Large aberration (aberration), chaotic neutral
Armor Class18 (natural armor)
Hit Points212 (19d10 + 95)
Speed
fly 90 ft.,
hover,
climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityConstitutionWisdomCharisma
SkillsPerceptionStealthArcana
Damage Resistances
lightning and thunder damage,
bludgeoning, piercing, and slashing from nonmagical attacks (treated as resistance in some locales unless the attacker wields adamantine weaponry)
Immunities
poisoned,
charmed,
exhaustion,
nonmagical bludgeoning, piercing, and slashing from weapons that are not adamantine
Weaknesses
Vulnerability to earth-aligned magic and effects that pin or restrain movement,
Anchor dependency: destroying all anchoring pylons halves its regeneration and denies recharge on Shadow Gale
Senses
darkvision 120 ft.,
tremorsense 30 ft.,
passive Perception 20
Languages
Auran,
Primordial,
telepathy 120 ft.
Challenge15
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.

Spells

Innate Spellcasting (cantrip, divination and evocation). Innate casting, charisma is the spellcasting ability (spell save , 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.

Actions

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.

Reactions

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.

Legendary Actions

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.
Role
Solo
Built for
11

Notes for the game master

AC 18, HP 212, Speed fly 90 ft., hover
Damage values combine elemental and physical components to reflect the wyrm's hybrid nature

Tactics

  1. 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.

  2. 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.

  3. 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.

  4. 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

Use Shadow Gale early to scatter and blind the party
Push casters out of position with Wing Gust and then teleport to punish attempts to flank
Spend legendary actions to control initiative gaps and deny concentrated attacks

Who it attacks first

Spellcasters and ranged attackers
Characters who try to disable anchors or restore sigils
Healers or support who keep allies from being isolated

Works well with

Air elementals and shadow-aliens that can harry party flanks
Terrain hazards like collapsed tether pylons that enhance the wyrm's movement

How to beat it

Create shelter or barriers that block line of sight to negate the wyrm's pull and blindness effects
Bring reliable teleportation or forced-movement immunity to negate pulls and pushes
Ranged suppression and high-damage single-target attacks when it is isolated

Ways to avoid a fight

Negotiate by offering to restore damaged wind sigils in return for safe passage
Use ritual offerings of elemental coins or captured air-spirits to distract or tempt it
Attempt to bind it by re-aligning the fortress anchors with a major ritual

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

A long trail of shredded banners and whistling rubble
Localized pockets of stillness where the air refuses to move
Faint sparks and static that cling to metal and stone

Tags

shadow,
air,
elemental,
dragonlike,
solo,
boss

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.”
From its lore

Variants

Tethered Wyrm. A weakened wyrm whose anchors remain intact. It has half the legendary actions and regains Shadow Gale on a 5-6.
Storm Ebonling. A juvenile variant for lower-level parties. CR 7 with reduced HP and a single recharge Shadow Gust.

Hooks

Plot hooks

The wyrm has interrupted sky-traffic between planes, stranding an important envoy
A cult venerates the wyrm as a living storm; the party must decide whether to destroy or usurp its influence
Recovering an ancient wind-helm from the wyrm's lair can grant command over a tethered gale

How to use it

Solo boss fight in the ruined fortress plane of wind
Ambushes where the wyrm attacks from above and uses terrain control to split the party
A long-fight where players must disable anchoring sigils to prevent it from regaining exhausted legendary actions

Treasure

A stash of aeromantic relics: 3 charges of a bound guststone (functions as a wand of gust of wind with 3 charges), 2 rare gems weathered into spiral shapes worth 1,500 gp each, and a single arcane anchor worth 6,000 gp used to repair a lair tether

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