Wyrd Wyrm

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A crafty serpentine creature that resembles the splendor and cunning of the Nine Dragons, a Wyrm is a massive winged snake. Many Wyrms develop innate magical abilities as they age. Notably, unlike their godly forebears, Wyrms cannot breathe fire, so they rely heavily on their magical prowess during combat and are not too proud to fly away if they feel outmatched.

Wyrms usually mature after 70-100 years, which is when they first begin manifesting magical abilities. Wyrms continue to refine their abilities as they age, and they can live to be several thousand years old.

Wyrd Wyrm

Wyrd Wyrms rely on powerful illusory magic to maintain their lairs. By manipulating the illusions around its lair, a Wyrd Wyrm can ward off potential rivals and can entrap prey that it then devours with ease. A Wyrd Wyrm will often toy with intelligent humanoids just to see if they can figure out various challenging puzzles that the Wyrd Wyrm presents to them. Clever adventurers might be able to barter with the Wyrd Wyrm or ply it for information, but a Wyrd Wyrm is highly selective in such partnerships.

Wyrd Wyrm

Monster Level: 23
Huge (Long). Monstrosity (Psionic)
STR DEX END AWR INT CHA
3 5 1 4 7 7
Ref: 15 Fort: 11 Ant: 14 Log: 17 Will: 17
Armor Rating 17 DR 10/Psionic and Occult
Hit Points 240 Senses Truesight 60 ft
Speed 40 ft, Fly 60 ft Traits Immutable, Unerring Mind, Vigilant
Features
Psionic Aura. The Wyrd Wyrm does not suffer any penalties to ranged attacks made against targets within 5 ft of it, and does not provoke reactive attacks when doing so.

Illusory Lair. When the Wyrd Wyrm has lived in the same lair for at least 1 month, it may indefinitely maintain up to 10 Major Illusion spells within 5 miles of its lair.

Telepath. The Wyrd Wyrm may communicate telepathically with any creature that it can see.

Spellcaster. Using INT, the Wyrd Wyrm can cast the following spells. It has 150 SP/Rest. It can cast spells using its Wyrd Psion and Wyrd Lord actions.

Psionic Invocations. The Wyrd Wyrm can cast the Assembly, Astral Projection, Dreamspeak, and Telepathic Anchor Psionic Invocations each once per day.

Actions

The Wyrd Wyrm can take FIVE of the following actions, or take the same action five times.

Move. The Wyrd Wyrm can move up to its speed.

Strike. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp.

Wyrd Psion. The Wyrd Wyrm can cast one of its Wyrd Psion spells.

OR the Wyrd Wyrm can take ONE of the following actions...

Move. The Wyrd Wyrm can move up to its speed.

Strike. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp.

Wyrd Psion. The Wyrd Wyrm can cast one of its Wyrd Psion spells.

...AND the Wyrd Wrym can take the following action.

Wyrd Lord. The Wyrd Wyrm can cast one of its Wyrd Lord spells.
Reactions
Exploit (1/Round). The Wyrd Wyrm may Exploit.