Widowyrm
XP 2,900 (CR 7)
Chaotic Evil Large dragon
Initiative +1
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DEFENSE
AC 17 (natural armor) See below: Partially incorporeal
hp: 114 (12d10 + 48) Immunity: Paralysis, Poison, Necrotic
Vulnerability: Radiant / Holy
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OFFENSE
Speed: 30 ft., fly 60 ft.
Multiattack: A widowyrm bites once and attacks once with claws, or it uses its breath weapon.
Melee Attack—Bite: +8 to hit (reach 5 ft.; one creature). Hit: 2d8 + 5 piercing damage and the target must make a successful DC 11 Con saving throw or become poisoned (see Paralytic Poison, below)
Area Attack—Fear Breath (recharge 5, 6): automatic hit (range 30 ft. cone; creatures in range). Hit: 4d8 necrotic damage, or half damage with a successful DC 16 Con saving throw. A second DC 16 Wis saving throw must be made or the target is Frightened for 1 minute, but a new saving throw can be made at the end of every round. Repeated exposure to the Fear Breath requires a new save.
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STATISTICS
Str 21 (+5), Dex 12 (+1), Con 19 (+4),
Int 6 (–2), Wis 12 (+1), Cha 13 (+1)
Languages: Draconic, Common
Skills: Perception +4, Stealth +6 Senses: Darkvision 120 ft. ______________________________________________________________________
TRAITS
Partially Incorporeal: A widowyrm exists partially in a shadow world. If it is in light other than bright light, it has resistance to all damage, mundane or magical. Exposure to bright light negates this ability for as long as it lasts. Widowyrms try to avoid such light if at all possible, often attacking the source to destroy it.
Paralytic Poison: The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this widowyrn’s poison. On a result of 11–15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized.
Spell-like Abilities: A widowyrm can use the following spell-like abilities, using Charisma as its casting ability
(DC 10). The widowyrm doesn’t need material components to use these abilities.
3/day each: fear, darkness
2/day: dimension door (in shadows only)
