Millwyrm
Huge dragon, neutral evil
Old millraces make good nests for patient drakes, and a millwyrm grows up tasting grease, grain-dust, and grinding stone. It coils through the wheelworks like a living belt-drive, and its breath comes off the boilers in a scalding white sheet.
Armor Class 16 (gear-scarred scales)
Hit Points 172 (15d12 + 75)
Speed 30 ft., fly 60 ft., swim 30 ft.
- STR
- 19 (+4)
- DEX
- 14 (+2)
- CON
- 20 (+5)
- INT
- 12 (+1)
- WIS
- 14 (+2)
- CHA
- 14 (+2)
Saving Throws Con +8, Dex +5
Skills Perception +5, Intimidation +5
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 15
Languages Draconic
Challenge 7
Traits
Mill-Born. The wyrm ignores difficult terrain made of machinery, rubble, or millworks, and it has advantage on Strength checks to force open doors, sluices, or mill-gates.
Actions
Multiattack. The wyrm makes one grinding bite attack and two claw attacks.
Grinding Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Steam Breath (Recharge 5–6). The wyrm vents boiler steam in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one. The cone is heavily obscured by lingering steam until the start of the wyrm's next turn.





