Warren Wyrm - AI-generated fantasy Monster

Warren Wyrm

Old miners and watchmen describe these creatures as baby dragons, bad omens, or drakes gone wrong. The truth is uglier. Warren wyrms are not true dragons, but they mimic draconic shapes so closely that frightened witnesses insist they must be related. Their odd coloration, narrow wings, and chemical breath have led scholars to suspect they were altered by alchemy, planar seepage, or a long-forgotten breeding program hidden beneath places like Scalewarren Underkeep.

LargeMonstrosity(Drake)CR CR 5unaligned

Warren Wyrm

dragon-likeundergroundambusheracidpoisonbestialruins
HP114AC16SPDwalk 40 ft., climb 20 ft., burrow 10 ft.CRCR 5PerceptionStealth
STR
18
DEX
14
save
CON
18
save
INT
6
WIS
14
save
CHA
10
Tunnel Squeeze. The wyrm can move through a space as narrow as 1 foot wide without squeezing if it is moving through natural stone, broken masonry, or loose rubble.
Subterranean Hunter. The wyrm has advantage on Wisdom (Perception) and Dexterity (Stealth) checks made in caves, ruins, sewers, and other cramped subterranean terrain.
Acid-Slick Maw. A creature that starts its turn grappled by the wyrm or inside its mouth, if you rule it can swallow later in your campaign, has disadvantage on checks to escape due to the creature's acid-slick jaws.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () piercing damage plus 4 () acid damage. If the target is a creature, it must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn as corrosive ichor clings to the wound.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () slashing damage.
Choking Breath. The warren wyrm exhales a 30-foot cone of noxious vapor. Each creature in that area must make a Constitution saving throw, taking 21 () poison damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also cannot take reactions until the start of its next turn. The wyrm cannot use this breath weapon again until it finishes a short or long rest.
Ichor Spray. When a creature the wyrm can see within 5 feet hits it with a melee attack, the wyrm sprays corrosive blood. The attacker must succeed on a Dexterity saving throw or take 5 () acid damage.
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