The Ancient Wyrm of Azor, Guardian of Azor's Light.

The Ancient Wyrm of Azor, Guardian of Azor’s Light.

Azor’s Ancient Wyrm

Gargantuan construct, neutral

Armor Class: 20 (natural armor, enhanced by arcane energy) Hit Points: 310 (23d20 + 138) Speed: 20 ft., burrow 40 ft.

STR: 26 (+8) | DEX: 14 (+2) | CON: 23 (+6) | INT: 7 (-2) | WIS: 11 (+0) | CHA: 10 (+0)

Saving Throws: Str +14, Con +12 Skills: Perception +6 Damage Immunities: Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses: Blindsight 120 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 16 Languages: Understands the languages of its creator but cannot speak Challenge: 20 (25,000 XP)

Magic Resistance. Azor’s Ancient Wyrm has advantage on saving throws against spells and other magical effects.

Immutable Form. Azor’s Ancient Wyrm is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever Azor’s Ancient Wyrm is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Weapons. Azor’s Ancient Wyrm’s physical attacks are considered magical.

Damage Immunities. Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Magical or Adamantite (or similar) materials.

Actions

Multiattack. Azor’s Ancient Wyrm makes two slam attacks and can use its Arcane Lightning once.

Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 8) bludgeoning damage.

Arcane Lightning (Recharge 5–6). Azor’s Ancient Wyrm releases a surge of magical lightning in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 18 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Burrow. Azor’s Ancient Wyrm burrows up to half its burrow speed through the ground and can make a slam attack at the end of its movement against a creature standing on the ground.

Reactions

Arcane Counterpulse. In response to being hit by a melee attack, Azor’s Ancient Wyrm can discharge a pulse of arcane energy. The attacker must make a DC 18 Constitution saving throw or be pushed 15 feet away, take 3d8 lightning damage, and knocked prone.  This can be done for one attack per turn.

Legendary Actions

Azor’s Ancient Wyrm can take 3 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. Azor’s Ancient Wyrm regains spent legendary actions at the start of its turn.

Slam. Azor’s Ancient Wyrm makes one slam attack.

Move. Azor’s Ancient Wyrm moves up to half its speed.

Arcane Shock (Costs 2 Actions). Azor’s Ancient Wyrm uses Arcane Lightning.

Regeneration Cycle (Costs 3 Actions). Azor’s Ancient Wyrm begins its regeneration cycle, summoning four Azor’s Wyrmlings that defend it during this process. While regenerating, Azor’s Ancient Wyrm is enveloped in electrical energy, restoring 10-40 hit points at the start of its turn (roll 4d10 to determine the amount) up to a maximum of 150 hit points restored in total. If physically attacked while regenerating, the attacker takes 10d6 lightning damage. The regeneration halts if all Azor’s Wyrmlings are destroyed.

Azor’s Wyrmlings Small construct, neutral

Each Wyrmling has the following reduced stats: AC 17, HP 60, Speed 10 ft., burrow 20 ft., one slam attack with +6 to hit, 2d8+4 damage, and no legendary actions. They possess a lesser version of the Arcane Counterpulse, dealing only 4d6 lightning damage on a successful reaction.