Wreckwyrm
Huge dragon, neutral evil
Eel-dragons den in the ribs of scuttled hulls along the Drift channel, lighting the wreck from inside when they hunt. A wreckwyrm knows every drowned doorway in its hull and meets boarders at the one they chose.
Armor Class 16 (wreck-plate scales)
Hit Points 172 (15d12 + 75)
Speed 20 ft., swim 50 ft.
- STR
- 19 (+4)
- DEX
- 14 (+2)
- CON
- 20 (+5)
- INT
- 10 (+0)
- WIS
- 14 (+2)
- CHA
- 12 (+1)
Skills Stealth +5, Perception +5
Damage Resistances lightning
Senses darkvision 90 ft., passive Perception 15
Languages Draconic
Challenge 7
Traits
Amphibious. The wyrm can breathe air and water.
Wreck Denizen. The wyrm ignores difficult terrain caused by wreckage, mud, or shallow water.
Actions
Multiattack. The wyrm makes one bite attack and two claw attacks.
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: 15 (2d10 + 4) slashing damage.
Lightning Breath (Recharge 5–6). The wyrm exhales charged brine in a 30-foot line. Each creature in that line must make a DC 16 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.





