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Wreckwyrm

Huge dragon, neutral evil

AC
16
HP
172
Speed
20
CR
7

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.

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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