Galeharrow Stonewyrm

Local shepherds call it the Ridge Wyrm. Old climbing songs warn of a living gale that bites and of blue-veined stones that sing after the storms. Scholars argue whether the stonewyrm is an elemental born of storms or a mutated drake that learned to command wind.

LargeMonstrosity(Elemental Draconic)CR 5Neutral

Galeharrow Stonewyrm

mountainelementalreptileambusher
HP85AC16SPDWalk 40 ft., Climb 40 ft., Burrow 20 ft. (can travel through loose scree and unstable stone)CR5 (1,800 XP)PerceptionAthleticsStealth
STR
18
save
DEX
12
CON
16
save
INT
8
WIS
14
CHA
10
Stone Camouflage. The stonewyrm has advantage on Dexterity (Stealth) checks made to hide on rocky terrain. It can move across and cling to vertical surfaces and ceilings made of stone without needing to make an ability check.
Gale Aura. A constant wind swirls around the stonewyrm in a 10-foot radius. The area is considered lightly obscured for creatures other than the stonewyrm. Ranged weapon attacks made into the aura have disadvantage. The stonewyrm can suppress or resume this aura as a bonus action.
Mountain's Resolve. If the stonewyrm is subjected to an effect that would knock it prone it can instead succeed on a Strength saving throw to resist being knocked prone. On a success it instead shifts 5 feet and creates a spray of loose rock that deals 3 () bludgeoning damage to adjacent creatures.
Multiattack. The stonewyrm makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () piercing damage plus 4 () bludgeoning damage as jagged rock shards tear the target.
Tail Smash. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 13 () bludgeoning damage. On a hit the target must succeed on a Strength saving throw or be knocked prone.
Gust Blast. Recharge 5-6. The stonewyrm exhales a violent gust in a 30-foot cone. Each creature in that area must make a Strength saving throw. On a failed save a creature takes 21 () thunder damage and is pushed 15 feet away and knocked prone. On a successful save, a creature takes half as much damage and is not pushed or knocked prone. Rocks and loose stones in the area are hurled outward, creating difficult terrain until the end of the stonewyrm's next turn.
Gravel Shroud. When a creature the stonewyrm can see hits it with a melee attack, the stonewyrm can use its reaction to shake loose a spray of gravel. The attacker must succeed on Dexterity saving throw or have disadvantage on the attack and take 3 () bludgeoning damage.
2nd level
Gust of Wind / Fog Cloud (innate)Evocation / Conjuration Innate. The stonewyrm can cast Gust of Wind and Fog Cloud without components, each once per short rest. Spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
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