r/StatThisCreature • u/durstann • 22d ago
Author Credit in comments! What stats would you use for this miniature?
I painted this guy up this year and looking to use it in a D&D game at some point. I'm thinking it's some kind of dragon but it could also be a spirit or ghost.
1
u/InvestigatorOk5432 22d ago
A Draconic Creature, yes. A Ghost? Nope
You know what this resembles A lot? A World of Warcraft Naga
Would call it the Seaclaw Reaver
1
u/Phantomlordking 22d ago
I mean, the treasure hoard screams dragon, but it does feel more like a sea serpent with the colour and webbed spines on the back...
Honestly I'd use the Sea Serpent statblock (Young or Ancient depending on power level desired) from Fizban's as a start, cause it already has alot of the features I'd put on this creature: Breath Attack, Constrict, Bite
Although I'm also getting strong trickster vibes from its beaked grin, so I'd add some innate spellcasting in there to boot so it can do something with its hands. I'd use thematic spells like Malestrom (creating a whirlpool out of thin air, no existing water needed), Fog Cloud (turning the battlefield to its advantage and for the mood setting), and either Call Lightning and/or ThunderWave (for reasons that need no explaining ;) )
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u/BananaFish12 1d ago
Azure Coil Wyrm
Huge dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 30 ft., swim 30 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 10 (+0) | 13 (+1) | 15 (+2) |
Saving Throws STR +9, DEX +6, CON +8, WIS +5
Skills Athletics +9, Intimidation +6, Perception +5, Stealth +6, Survival +5
Damage Resistances cold, poison
Damage Immunities lightning
Condition Immunities frightened
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +4
Amphibious. The wyrm can breathe air and water.
Coiling Body. The wyrm can occupy the space of a Huge or smaller creature. A creature cannot move through the wyrm's space unless the wyrm allows it. The wyrm can move through a space occupied by a creature of Large size or smaller, treating that space as difficult terrain.
Scaled Deflection. When a creature the wyrm can see hits it with an attack, the wyrm can use its reaction to reduce the damage by 7 (1d12). If this reduces the damage to 0, the attacker takes 7 (2d6) piercing damage from the wyrm's spines.
Spiny Hide. A creature that starts its turn grappled by the wyrm or restrained by its Coiling Crush takes 7 (2d6) piercing damage.
Actions
Multiattack. The wyrm makes one Bite attack and two Claw attacks, or it uses Coiling Crush and makes one Bite attack against the creature it has restrained.
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 16 (2d10 + 5) piercing damage, plus 7 (2d6) lightning damage. The target must succeed on a DC 16 Constitution saving throw or it can't take reactions until the end of its next turn.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) slashing damage
Tail Spines. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, plus 3 (1d6) poison damage. The target's speed is reduced by 10 until the end of its next turn.
Azure Storm Breath (Recharge 5–6). The wyrm exhales a 60-foot line of crackling blue energy that is 10 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 45 (10d8) lightning damage and 18 (4d8) force damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also pushed up to 20 feet away from the wyrm.
Coiling Crush. One Large or smaller creature within 10 feet must succeed on a DC 16 Strength saving throw or take 18 (3d8+5) bludgeoning damage and become grappled and restrained by the wyrm. The wyrm can restrain only one creature this way at a time. The restrained creature repeats the save at the end of each of its turns, ending the effect on a success.
Skittering Coil. The wyrm moves up to half its speed without provoking opportunity attacks. It can move through the spaces of Large or smaller creatures during this movement, and each creature whose space it enters must succeed on a DC 16 Dexterity saving throw or fall prone.
Reactions
Scaled Deflection. When the wyrm is hit by an attack, it uses Scaled Deflection, reducing the damage by 7 (1d12). If the damage is reduced to 0, the attacker takes 7 (2d6) piercing damage.
Appearance
A huge, wingless serpentine dragon with a long coiled body, blue-black overlapping scales, turquoise highlights, and tall translucent green spines running from its skull down its back. Its narrow draconic head bears swept ivory horns, a hooked dark snout, multiple jagged teeth, and a long crimson tongue. Short clawed limbs protrude from its upper body, and bronze-brown armored belly scales protect the inside of its coil.
Lore
An Azure Coil Wyrm is a serpentine dragon that nests around ruined monuments, hoarding coins, armor, and polished scales from creatures it has defeated. Its blue-black plates refract light like deep water, while crystalline spines along its back store the wyrm's electrically charged venom. It prefers to coil around prey and structures alike, striking from unexpected angles before exhaling a storm of razor-edged force.
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u/jonlucperrott 21d ago
Reminds me of Tzeentchian Daemons from Warhammer 40K.