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monster

Lesser Crystal Wyrm

Lesser Crystal Wyrm
Lesser Crystal Wyrm
Large Construct, Unaligned
Reveal Stat Block
Armor Class
Hit Points
Speed
40 ft., fly 60 ft.
str
19
+4
dex
12
+1
con
18
+4
int
6
-2
wis
12
+1
cha
14
+2

Saving Throws CON +7, WIS +4, CHA +5

Damage Resistances Cold, Fire, Lightning, Piercing, Slashing

Damage Vulnerabilities Bludgeoning, Sonic

Damage Immunities Poison

Condition Immunities Poisoned

Senses Darkvision 60 ft., Passive Perception 11

Languages understands Draconic but can't speak

Immutable Form.The wyrm is immune to any spell or effect that would alter its form.
Magic Resistance.The wyrm has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.The wyrm makes two attacks: one with its bite and one with its claws.
Bite.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) force damage.
Claws.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Resonance Pulse (Recharge 5-6).The wyrm releases a high-frequency vibration. Each creature within 20 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6) sonic damage on a failed save, or half as much damage on a successful one. Objects made of glass, stone, or crystal in the area take double damage.
Prismatic Breath (1/Day).The wyrm exhales a beam of shimmering light in a 30-foot line. Each creature in that line must make a DC 15 Dexterity saving throw, taking 35 (10d6) damage of a type chosen by the GM (Fire, Cold, or Lightning) on a failed save, or half as much on a successful one.

Lesser Crystal Wyrm

Type: Construct / Elemental Threat Level: High (CR 7)

Lesser Crystal Wyrms are semi-sentient entities formed from the volatile, mana-infused crystals found in the deepest parts of the Mana Wastes, particularly the Crystalline Gorge. They are not true dragons but are instead a form of "living magic" that has taken a draconic shape. Their bodies are composed of jagged, multi-colored crystals that vibrate with a low, constant hum. They are highly territorial and will aggressively defend the crystal deposits from which they were born.

In combat, a Crystal Wyrm is a terrifying opponent. Their crystalline bodies are naturally resistant to most physical attacks, and they can emit a powerful "Resonance Pulse" that shatters glass, stone, and even magical wards. They also possess a "Prismatic Breath" that can deal multiple types of elemental damage in a wide arc. Because they are literally made of magic, they are highly sensitive to Aetheric currents and can be temporarily disrupted by high-level Dispel Magic or anti-magic fields.

Plot Hooks:

  • The Gorge Guardian: The party must retrieve a specific Void-Shard from the Crystalline Gorge, but the shard is currently part of a Lesser Crystal Wyrm's body. They must defeat the wyrm or find a way to extract the shard peacefully.
  • The Wyrm-Shards: A master jeweler in Kigum hires the party to collect the remains of a defeated Crystal Wyrm to create a set of legendary Aether-resistant amulets.
  • The Controlled Wyrm: The Obsidian Scale has found a way to "tame" a Crystal Wyrm using a specialized Aether-harness. The party must face this augmented beast during an assault on a cult stronghold.