Verathok the Primordial Wyrm

Huge Dragon (Primordial), Neutral


Armor Class: 19 (Natural Armor)

Hit Points: 300 (20d12 + 140)

Speed: 50 ft. (land), 60 ft. (swim)

Challenge Rating: 13 (10,000 XP)


STR DEX CON INT WIS CHA
26 14 24 18 20 15

Saving Throws: Strength +13, Dexterity +7, Constitution +12, Wisdom +10, Intelligence +9

Skills: Perception +12, Stealth +9, Arcana +10, Survival +11

Damage Vulnerabilities: None

Damage Resistances: Acid, Fire, Lightning

Damage Immunities: Poison

Condition Immunities: Frightened, Charmed

Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22

Languages: Understands the languages of nature and magic, but cannot speak.


Spellcasting

Spellcasting. Verathok the Primordial Wyrm is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Verathok has the following spells prepared:

Cantrips (at will): *Shillelagh, Thorn Whip, Mage Hand*

1st level (4 slots): *Entangle, Mage Armor*

2nd level (3 slots): *Gust of Wind, Misty Step*

3rd level (3 slots): *Call Lightning, Water Breathing*

4th level (3 slots): *Control Water, Grasping Vine*

5th level (2 slots): *Conjure Elemental, Wall of Fire*

6th level (1 slot): *Investiture of Flame*

7th level (1 slot): *Mirage Arcane*

8th level (1 slot): *Earthquake*

9th level (1 slot): *Shapechange*

Special notes about Verathok’s spellcasting abilities:
– Verathok can cast spells before combat. It often prepares *Entangle* and *Control Water* to manipulate the battlefield.
– It can summon elemental beings using *Conjure Elemental* to enhance its defenses or create distractions during encounters.
– The *Shapechange* spell allows Verathok to transform into other creatures, facilitating espionage or surprise attacks, reflecting its connection to the chaotic magic of Kamuranth.


Actions & Abilities

Multiattack: Verathok makes three attacks: one with its Bite and two with its Tail.
– Bite:
– Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
– Hit: 35 (4d10 + 10) piercing damage plus 13 (3d8) acid damage.
– Additional Effect: If the target is grappled, Verathok can bite again for an additional 15 (2d10 + 4) acid damage on its next turn.

– Tail:
– Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
– Hit: 29 (4d8 + 10) bludgeoning damage.
– Tactical Note: If the target is Medium or smaller, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Breath of the Elements (Recharge 5-6): Verathok unleashes a swirling tempest of elemental energy.
– Area: 60-foot cone.
– Saving Throw: Each creature must make a DC 20 Dexterity saving throw.
– Effect: On a failed save, the creature takes 55 (10d10) damage of a chosen type (fire, cold, lightning, or acid); on a successful save, it takes half damage.
– Environmental Effect: The area becomes difficult terrain infused with elemental energy, causing additional 5 (1d10) damage to any creature that starts its turn in the area until the end of Verathok’s next turn.

Aura of Nature’s Wrath: A palpable aura surrounds Verathok, shaking the very essence of those who dare to approach.
– Radius: 30 feet.
– Saving Throw: All creatures within range that are not native to Kamuranth must succeed on a DC 20 Wisdom saving throw.
– Effect: On failure, creatures are frightened until the end of their next turn. Frightened creatures have disadvantage on ability checks and attack rolls while the source of their fear is within line of sight.

Elemental Form (Recharge 6): Verathok shifts its inherent magic to gain temporary elemental traits.
– Effect: Verathok gains resistance to one damage type (fire, cold, lightning, or acid) of its choice for 1 minute or until it uses this ability again.
– Additional Effect: For the duration, any melee attack it makes deals an extra 10 (3d6) damage of the chosen type.

Legendary Actions: Verathok can take 3 legendary actions, choosing from the options below.
– Move: Verathok moves up to half its speed without provoking opportunity attacks.
– Tail Slap (Costs 2 Actions): Verathok makes one Tail attack.
– Elemental Surge (Costs 3 Actions):
– Description: Channeling the primal energies of Kamuranth, Verathok radiates arcane power.
– Healing: Verathok heals itself for 40 hit points.
– Damage: All creatures within 10 feet must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) psychic damage.

Defensive Actions: – Reactive Ward: If Verathok is hit by a ranged attack, it can use its reaction to create a barrier of elemental energy. The attacker must make a DC 20 Constitution saving throw. On a failed save, the attacker takes 25 (5d10) damage of the same type as Verathok’s Elemental Form. On a successful save, the attacker takes half damage.

Legends Speak (Recharge 5-6): Verathok unleashes a terrifying, magical roar that resonates throughout the land.
– Area: 300 feet radius.
– Saving Throw: All creatures in range must succeed on a DC 20 Wisdom saving throw.
– Effect: On failure, creatures take 16 (3d10) psychic damage, are deafened until the end of their next turn, and suffer disadvantage on their next attack. On success, creatures take half damage and do not suffer further effects.


Appearance

Verathok the Primordial Wyrm – Detailed Physical Description

  • Size and Shape: Verathok is an immense creature, measuring a staggering 100 feet in length. Its serpentine form is both muscular and flexible, allowing it to navigate the dense underbrush and craggy terrain of its homeland with astonishing fluidity. The creature’s long, undulating body is perfect for a life spent swimming through the watery depths and gliding through the towering forests of Kamuranth.

  • Coloration: The scales of Verathok are a stunning and iridescent tapestry of color. They shift between deep emerald greens, fiery reds, and muted blues, each hue catching the light in a way that appears to reflect the very essence of the elemental forces it embodies. Under the moonlight, its scales emit a soft, ethereal glow that dances in harmony with the magical energies of the landscape.

  • Texture and Surface Features: The scales themselves are smooth and glossy, providing a near-mystical sheen, yet they are formidable, resembling precious gemstones. Runic patterns are subtly etched into its body, pulsing with a gentle light that seems to thrum with the heartbeat of Kamuranth. Some scales are raised in intricate ridges, giving the impression of armor, while others are flat and sleek, aiding in the creature’s stealthy movements.

  • Facial Features: Verathok’s visage is striking and unsettling, combining the grace of a dragon with the primal intensity of a mythical beast. It boasts crystalline eyes that shimmer with an unsettling intelligence, shifting in color as if reflecting the various elements of its domain. Its elongated jaws are lined with rows of sharp, ivory teeth designed to rend flesh, complementing its fierce appearance. Spiraled, majestic horns sprout from either temple, adorned with glowing, bioluminescent lichen that illuminates its face, casting eerie shadows on its surroundings.

  • Limbs and Appendages: Despite its serpent-like body, Verathok has evolved powerful limbs for additional maneuverability. It possesses two muscular forelimbs that end in large claws, capable of grasping and manipulating its environment. These limbs help it stabilize itself while coiling around trees or rocks. Its tail is formidable, measuring nearly 50 feet in length, and serves as both a weapon and a balance aid, capable of sweeping through the environment with force.

  • Special Features: A breathtaking spectacle occurs as Verathok moves; trails of shimmering, ethereal energy weave and swirl in its wake, leaving ghostly afterimages that flicker and dissipate. This aura hints at its connection to the elemental magic of Kamuranth and serves to plant seeds of fear in those who dare to approach it. Its luminous scales and runic designs give off a pulsating glow that shifts with its mood, creating a visually captivating display of raw power.

  • Posture and Movement: Verathok maintains a low and graceful posture while traversing through the wilderness. It undulates rhythmically, gliding smoothly over the ground, through water, or even up vertical surfaces with an almost mesmerizing elegance. Its movements are surprisingly quick and unpredictable, enabling it to strike with precision when hunting or defending its territory. It exhibits moments of deliberate stillness, akin to a coiled spring ready to unleash chaos.

  • Additional Notable Traits: Surrounding Verathok is a thin veil of distortion in the air, a result of its immense magical presence. The atmosphere crackles with raw energy, hinting at the chaotic magic that it embodies. Additionally, the runes etched into its scales emit a soft hum, vibrating with the elemental forces pulsing through the land. When threatened, Verathok can unleash a stunning display of elemental energy, depicting it not just as a guardian of Kamuranth but as a living avatar of the primal powers that govern the wilderness.

In essence, Verathok the Primordial Wyrm stands as a majestic and terrifying embodiment of the raw, chaotic magic that flows through the untouched land of Kamuranth, inviting awe and fear from all who hear its legend.


Tactical Information

Combat Behavior for Verathok the Primordial Wyrm

Verathok approaches combat with an ancient instinct balanced by a keen, almost sentient intelligence. In battle, it relies on mobility, environmental manipulation, and overwhelming force, drawn from its mastery of the chaotic magics that permeate Kamuranth. Here’s how it behaves in various combat situations:

  1. Initial Encounter:

    • Verathok prefers to observe intruders from a distance, prioritizing stealth and positioning. If threatened or disturbed, it may employ its Aura of Nature’s Wrath immediately as a show of force, attempting to instill fear in its foes. Should they prove undeterred, it resorts to aggression.
  2. Mobility and Terrain Utilization:

    • The creature deftly maneuvers through its environment, using its speed (50 ft. on land and 60 ft. swimming) to dodge attacks while repositioning to gain advantage. Verathok often utilizes the terrain to its benefit, wrapping around obstructions and using towering trees, hills, or ruins as cover to strike from unexpected angles.
  3. Elemental Traps:

    • Using its Breath of the Elements attack wisely, Verathok creates zones of elemental energy as a deterrent to encroaching adventurers. After unleashing the breath attack, it may retreat to lure the party into difficult terrain, punishing them further with aerial assaults or surprise tail strikes.
  4. Targeting the Weak:

    • The Wyrm seeks to identify and isolate weaker opponents, using its Bite attack to focus on spellcasters or healers first. It may Circle around them to limit their escape routes. Verathok leverages Tail Slap during its legendary actions when opponents are within optimal range, aiming to knock them prone or disrupt spellcasting.
  5. Psychological Warfare:

    • In addition to brute strength, Verathok employs psychological techniques, utilizing its size and the Aura of Nature’s Wrath for intimidation. It may strike a deadly blow and then rear back, unleashing its fear aura, causing panic and discord among foes to provoke them into making rash decisions.
  6. Adaptation During Combat:

    • The Wyrm observes its enemies’ tactics and can adapt. If forced to retreat temporarily, it may use its speed to create distance, regenerate via Elemental Surge, and prepare for a counter-attack, welcoming its enemies back into the fray with environmental challenges in place.
  7. Allies of Nature:

    • In life-or-death situations, Verathok may utilize local fauna or flora to aid its combat. This may manifest as causing wild beasts to attack intruders or animating plants to create obstacles. Players might encounter vines springing to life or animals becoming agitated in response to Verathok’s capabilities.

Narrative Interaction Behavior

When adventurers encounter Verathok outside of combat, its behavior reflects its deep ties to the land and its dual role as both guardian and predator:

  1. Aura of Enchantment:

    • Verathok surrounds itself with a magical aura that affects the emotional state of the party. Characters might feel awe, fear, or even a compelling urge to understand Verathok more deeply. This can lead to interesting interactions as some may wish to communicate, while others might be more likely to run.
  2. Riddles of the Wild:

    • Should the adventurers show respect towards Kamuranth and its environment, Verathok may choose to communicate through visions or riddles, offering cryptic warnings or clues regarding ancient magics and secrets of the land.
  3. Guardian of Balance:

    • Verathok could present itself as a figure seeking balance and may guide adventurers towards correct courses of action, especially if they prove their intentions are pure and aligned with nature. It may share knowledge of the land, its elemental energies, or even offer a temporary alliance against a common enemy threatening the balance.
  4. Curiosity and Testing:

    • Being an ancient creature of wisdom, Verathok might test adventurers both mentally and morally, presenting them with scenarios highlighting their values—decisions that align with the preservation of nature vs. their ambitions.

Conclusion

In both combat and narrative interactions, Verathok the Primordial Wyrm embodies the chaos and profundity of Kamuranth. Players face not only a formidable combatant but a guardian steeped in the magic of the land. Encounters with Verathok will challenge their might, intellect, and morality while inspiring a deeper appreciation for the untamed wilderness they traverse.

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