Mirebrood Wyrm
- Monster
- dragon
- CR 10
- Swamp
- Marsh
- Coastal
Appears in: Swamp, Boss Fights, Wilderness and Survival
Mirebrood Wyrm
AC 17 / HP 168 (16d12 + 64) / CR 10
- STR
- 22
- DEX
- 14
- CON
- 18
- INT
- 8
- WIS
- 14
- CHA
- 12
Amphibious. The wyrm can breathe air and water.
Ambusher. In the first round of combat, the wyrm has advantage on attack rolls against any creature it has surprised.
Legendary Resistance (2/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Multiattack. The wyrm makes two attacks: one with its hooked bite and one with its tail slap, or it uses Drowning Coil in place of either attack.
Hooked Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Tail Slap. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Drowning Coil. Melee Weapon Attack: +10 to hit, reach 10 ft., one Large or smaller creature. Hit: 14 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the wyrm cannot use Drowning Coil on another target. While grappled, the target is dragged with the wyrm and, if pulled underwater, must hold its breath or begin to suffocate.
Spore-Spit (Recharge 5-6). The wyrm exhales a 30-foot cone of luminous, choking spores. Each creature in the area must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much on a successful one. A creature that fails the save is also poisoned until the end of its next turn.
How to run Mirebrood Wyrm
Mirebrood Wyrm is a cr 10 dragon for Dungeons & Dragons. Drop it into any swamp scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.
Where it begins
- 1
A trapper's flatboat drifted back to the village dock empty, the hull pocked with sickle-shaped tooth marks the size of a man's hand.
- 2
The fen's frogs have gone silent for nine nights running, and at dawn a long furrow cuts through the duckweed where nothing should swim.
- 3
A woodcutter staggered out of the mire with one arm gone black to the shoulder, raving about wings rising from beneath the water.
Wake in the Mire
A mirebrood wyrm has woken in a sunken bog and is killing trappers along the causeway road. The party must follow the kill-trail to its spore-lit nesting cove, draw the beast out of the deep water, and put it down before it widens its hunting ground.
The Drowned Causeway
The plank causeway sags two feet into black water, and every step squeezes a bubble of swamp gas up through the gaps. Half a flatboat lies snapped across the rail ahead, its planks scored by long curved gouges. The reeds on the far bank have been flattened in a wide, dragging path that runs back into the fen.
The lone survivor of the boat is hiding under the broken hull and will only speak once the party proves they are not a tax-collector. She saw the wyrm's head and shoulders breach the water and can roughly point toward the spore-lit cove. The party can press straight in along the dragging path, or detour to a stilt-shack trapper who knows a back channel that bypasses the wyrm's hunting beat.

