A world in which Swords and Magic is necessary to survive, and adventuring is prepollent.
Played | 11 times |
Cloned | 0 times |
Created | 107 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Description
The Umbrashade Wyrm is an ancient and elusive creature that dwells in the darkest, most desolate regions of the world. Revered and feared in equal measure, it is a being of immense magical power, embodying the essence of shadow and mystery. Legends claim the wyrm can manipulate darkness itself, bending it to its will to obscure its presence, create impenetrable voids, or ensnare its prey. Its presence is marked by an unnatural stillness, as if the shadows themselves hold their breath in reverence. Known to be highly intelligent, the wyrm is both a cunning predator and a master of survival, evading those who seek it while luring the boldest adventurers into its domain. Though encounters with the Umbrashade Wyrm are rare, they are often fatal for those unprepared, as the creature wields not only overwhelming strength but also the ability to instill paralyzing fear in its foes.
Size | Huge |
Type | Monstrosity |
CR | 15 |
XP | 13000 |
Languages | Undercommon, Abyssal |
Armor Class | 18 |
HP Range | 800 - 800 (Avg: 800) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Shadow Breath
Exhales a cone of shadowy energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
Shadow Cloak
The wyrm can teleport to any point in dim light or darkness within 120 feet of it, reappearing with a burst of shadow. It can then make one Bite attack as a bonus action.
Tail Sweep
The wyrm makes a melee attack with its tail against one target within 15 feet. On a hit, the target takes 28 (4d10) slashing damage and must succeed on a Strength saving throw or be knocked prone.