War Wyrm

Gargantuan aberration, chaotic dark

CreatureScum and Villainy

At a glance

Armor Class
19
Hit Points
261 (18d20+72)
Speed
50 ft., burrow 30 ft.
Saving Throws
Con +10, Wis +6
Skills
Athletics +13
Senses
Darkvision 60 ft., Blindsight 30 ft., Tremorsense 60 ft., passive Perception
Languages
Can't speak but underst, s comm, s in Sith
Challenge
20 (25,000 XP)

Ability scores

  • Str24+7Strength 24, modifier plus 7
  • Dex16+3Dexterity 16, modifier plus 3
  • Con18+4Constitution 18, modifier plus 4
  • Int5-3Intelligence 5, modifier minus 3
  • Wis10+0Wisdom 10, modifier plus 0
  • Cha8-1Charisma 8, modifier minus 1

About this creature

The war wyrm, or sith wyrm, was originally an exogorth altered through Sith alchemy by the Dark Lord of the Sith Naga Sadow and designed as a guardian. The ancient Massassi worshiped the beast as a god.

Traits

Tunneler

The wyrm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Legendary resistance

If the wyrm fails a saving throw, it can choose to succeed instead.

Gargantuan Strength

The wyrm's melee weapon attacks are considered enhanced.

Siege Monster

The wyrm deals double damage to objects and structures.

Sith-born

Dark forcecasters and Sith (species) have advantage on Animal Handling checks against war wyrms.

Actions

Multiattack

The wyrm makes two attacks: one with its bite and one with its tail.

Bite

If the wyrm takes 30 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wyrm. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 21 (6d6) acid damage at the start of each of the wyrm's turns.

Tail

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) kinetic damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Legendary actions

Cloud of Dust

The wyrm lashes out and scatters a dusty wake. Each creature within 10 feet of the wyrm, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the wyrm's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the wyrm's next turn.

Tail Attack

The wyrm makes one tail attack.

Move

The wyrm moves up to its speed.