Greatwyrm (5e Creature)
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Gargantuan monstrosity, chaotic evil
Saving Throws Str +11, Con +11
Siege Monster. The wyrm deals double damage to objects and structures.
Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Tunneller. The wyrm can burrow through solid rock at its burrow speed and leaves a 10 foot-wide, 10-foot-high tunnel in its wake.
Multiattack. The wyrm can use its Frightful Presence. It then makes one bite attack. It can make one tongue attack or use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. This can not be used if a creature is grappled with the tongue.
Swallow. The wyrm makes one bite attack against a Medium or smaller target it is grappling. if it hits the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 15 (5d6) fire damage at the start of each of the wyrm's turns. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using all of its movement. This can not be used if a creature is grappled with the tongue.
Tongue. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). The wyrm may only grapple one target at a time.
Scorching Breath. (Recharge 6). The wyrm exhales scorching air in a 60-foot line that is 15 feet wide. Each creature in that line must make a DC 17 Constitution saving throw, taking 40 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the wyrm's choice that is within 120 feet of the wyrm and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wyrm's Frightful Presence for the next 24 hours.
The Greatwyrm can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Greatwyrm regains spent legendary actions at the start of its turn.
Squeeze. The wyrm deals 17 (2d10 + 6) bludgeoning damage to each creature it is grappling.
The grounds of the deserts and hills are hard for all beasts and manner of men, but that is without interference from this nightmare beast. greatwyrms sleep at night and hunt during the day, bursting from below to swallow people and animals whole.