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Millwyrm

Huge dragon, neutral evil

AC
16
HP
172
Speed
30
CR
7

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.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022