b'Dakmour Wyrm \n'b'  Huge   beast ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  85 (10d12+20)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  14 (+2)  CON:  14 (+2)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Senses   darkvision  30 ft., passive  Perception  12  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Camouflage . The Dakmour Wyrm has perfect camouflage for its native environment. Any time it is in its own hunting grounds, it has advantage on all  Stealth  checks. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The creature can make 1 bite  attack  and up to 4 tendril attacks each round. If 2 tendrils successfully grapple a single target, the Wyrm can also attempt a constriction  attack . \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 10 ft., one creature.  Hit : 12 (2d6+5) piercing damage. \n'b'  Tentacles .  Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit 8 (1d6+5) necrotic damage. The target must make a  Strength  or  Dexterity  Save (DC 14, their choice). If they fail the save, they are  grappled  by the tendril. Someone  grappled  by a tendril automatically takes damage from the tendril each round. If two or more tendrils grab someone, then the Wyrm can immediately make a Constriction  Attack  as well. \n'b'  Constriction .  Melee Weapon Attack : +7 to hit, reach 5 ft., on creature.  Hit : 14 (2d8+5) bludgeoning damage, and the target is  grappled  (escape DC 17). Until this grapple ends, the creature is  restrained  and the Wyrm cannot constrict another target. \n'b'\n'b' ABOUT \n'b' The dakmour is a strange, snake-like beast that is highly adapted to jungle or forest environments. Ranging up to 36 feet long, with a girth that averages about 5 feet in diameter, this legless dragon-like creature is heavy and not very mobile on the ground. However, four large and long tentacles located several feet behind the head allow the creature to move through a forest canopy with ease. By using its tentacles, tail, and body the creature moves through the lower, heavy branches quite quickly. The green-yellow pattern of its skin makes it well suited for the forest environment, giving it the ability to blend in with the surrounding foliage and stalk its prey. These creatures are possessed of some minor intelligence and are aware enough to understand a lust for killing things. \n'b'  Territorial Hunters . These creatures take great pleasure in killing and are always on the hunt. Though they have no dens, they generally have very limited hunting ranges, less than 2 or 3 square miles and they always return to the same place to eat their prey, a spot somewhat removed from where it hunts. It leaves any remains of its victims in piles and heaps where wild dogs or other scavengers pick the bones. \n'b'  Ambush Predator . The dakmour generally hunts its prey by laying in ambush in the lower canopy of trees and striking when something passes beneath. They pull the prey/victim into the tree if they can, if not they fall out of the tree and coil about the creature. These heavy beasts fight with absolute wild abandon, lashing about with their torsos, biting, engulfing victims with their tentacles and constricting them. The tentacles attach to their prey, both crushing them and sucking the blood from them. If it gets enough of a hold, the dakmour tries to wrap around the victim, Crushing it with its body, draining its lifeblood with its tentacles and biting it to death.'