b'Glass Wyrm \n'b'  Large   dragon ,  neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  105 (10d10 + 50)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX:  10 (+0)  CON:  21 (+5)  INT:  14 (+2)  WIS:  11 (+0)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +4,  Constitution  +9,  Wisdom  +4,  Charisma  +8  Skills   Arcana  +6,  Insight  +4,  Perception  +8,  Persuasion  +8,  Stealth  +4  Damage Vulnerabilities  thunder  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison  Condition Immunities   paralyzed ,  poisoned , unconscious  Senses   darkvision  60 ft., passive  Perception  18  Languages  Draconic, Undercommon  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Legendary Resistance (3/day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'  Spell Reflection . Any time the glass wyrm is targeted by a  magic missile  spell, a line spell, or a spell that requires a  ranged attack  roll, roll a d6. On a 1 to 5, the dragon is unaffected. On a 6, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target. \n'b'  Actions \n'b'   Multiattack . The glass wyrm uses its blinding reflection ability, and makes one bite attack and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 15 (2d8 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) slashing damage. \n'b'  Blinding Reflection . The glass wyrm reflects available light in a burst of radiance out to a 30-foot radius. Creatures that can see the glass wyrm in the area must succeed on a DC 17  Dexterity  saving throw or be  blinded  for 1 minute. A  blinded  creature can attempt a DC 17  Constitution  saving throw at the end of each of its turns, ending the  blinded  condition on a success. The glass wyrm can\xe2\x80\x99t use this ability if it does not begin its turn within the dim light or bright light radius of a light source. \n'b'  Glass Shards (Recharge 5-6) . The glass wyrm breaths a 40-foot cone of glass razor-like glass shards. Creatures in the area must succeed on a DC 17  Dexterity  saving throw, taking 54 (12d8) piercing damage on a failed saving throw, or half as much damage on a successful one. \n'b'  About \n'b' This creature appears to be formed of crystal or glass. Its scales are semi-transparent and appear razor-sharp. Its head is angular with two blade-like horns swept back across its crown. A glass fin-like crest starts near the base of its skull, runs down the center of its back and tapers off as it reaches the monster\xe2\x80\x99s tail. Its large wings are translucent and the sound of grating glass can be heard as the beast moves. \n'b' Glass wyrms are relatives of other dragons and are believed to have their origin on another plane of existence. They make their home beneath the surface world and enjoy the relative solitude of the underground world. \n'b' Their lairs normally consist of a maze of twisting and winding corridors meant to confuse and befuddle trespassers. Their lairs are littered with scores and scores of gemstones and broken glass (thought to come from the glass wyrm\xe2\x80\x99s scales). \n'b' Glass wyrms sustain themselves on a diet of gemstones and natural minerals, and rarely eat meat (though their draconic heritage does occasionally rise to the surface thereby instilling the taste for such things in them). \n'b' In battle a glass wyrm relies on their breath weapon and natural attacks, switching between them as the battle warrants. Powerful foes are always targeted first and subjected to the monster\xe2\x80\x99s breath weapon. \n'b' Some glass wyrms keep torches or other light sources scattered about their labyrinthine lairs so they can use their reflective hide to blind trespassers and enter combat quickly before their opponents can react.'