Coilspire Wyrm
Armor Class: 18
Hit Points: 195
Speed: 40 ft., fly 80 ft.
Saving Throws: dexterity, constitution, wisdom, charisma
Damage Resistances: Thunder
Damage Immunities: Lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages: Common, Draconic
Challenge: fourteen
STR 23 (+6)
DEX 14 (+2)
CON 21 (+5)
INT 15 (+2)
WIS 15 (+2)
CHA 18 (+4)
Traits
- Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
- Static Nimbus. The wyrm is sheathed in crawling static electricity. A creature that touches the wyrm or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. While the wyrm is in contact with metal or standing in water, this damage increases to 10 (3d6).
Actions
- Bite. Melee Weapon Attack. The wyrm's jaws crackle with static as they close. On a hit, the target must succeed on a DC 17 Constitution saving throw or be unable to take reactions until the start of its next turn as its muscles lock.
- Claw. Melee Weapon Attack. The wyrm rakes with forelimb talons that spark against stone.
- Tail. Melee Weapon Attack. The wyrm lashes with its long, whip-coiled tail. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.
- Lightning Breath (Recharge 5-6). The wyrm exhales a roaring bolt of lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much on a successful one. A creature that fails is also deafened until the end of its next turn.
Bonus Actions
- Skyward Coil. The wyrm surges up to half its flying speed without provoking opportunity attacks and crackling thunder rolls out behind it. The first creature it flies within 5 feet of during this movement must succeed on a DC 17 Constitution saving throw or be deafened until the end of the wyrm's next turn.
Reactions
- Grounding Lash. The wyrm whips its tail at the attacker, who must succeed on a DC 20 Dexterity saving throw or take 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) lightning damage and be knocked prone as the charge earths through them.
Legendary Actions
- Detect. The wyrm makes a Wisdom (Perception) check.
- Tail Attack. The wyrm makes one Tail attack.
- Wing Attack. The wyrm beats its storm-charged wings. Each creature within 15 feet must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The wyrm can then fly up to half its flying speed.