Gyorm (5e Creature)
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Medium fiend, neutral evil
Amphibious. The gyorm can breathe air and water.
Slippery. The gyorm has advantage on ability checks and saving throws made to escape a grapple.
Slippery Shell. If the gyorm is shoved or otherwise forced from its position, it falls out of the shell which serves as its natural armor. While outside of its shell the gyorm has no fly speed, cannot use its Spiked Shell attack, and its AC is reduced to 11. A gyorm can return to the inside of its shell if it is in the same space by using 20 feet of movement.
Multiattack. The gyorm makes two attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spiked Shell. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
A gyorm appears as a sleek gray-colored creature reminiscent of both a slug and a sea lion. It is slightly squatter than an adult hylian, and primarily occupies shallow coastlines of either freshwater or saltwater of the Dark World. Like most denizens of the Dark World, it is inherently aggressive and cruel.
Spiked Slippery Shell. A gyorm is most notable for the massive, drill-shaped shell it wears as armor. The shell not only protects its body, but enables magical hovering flight while the gyorm is inside it. This shell even features spikes on its exterior, and these spikes function as the gyorm's primary form of attack. Because of the gyorm's sleek body and the smooth interior of the shell, the creature can enter and exit this armor very easily—sometimes too easily.
Variant: Naked Gyorm
If a gyorm never has access to its shell, it has no fly speed, an AC of 11, and cannot take the Spiked Shell action.
A naked gyorm has a Challenge Rating of 1/2 (100 XP).