b'Faleich-Wyrm \n'b'  Gargantuan   undead ,  chaotic evil  \n'b'  Armor Class  18 (natural)  Hit Points  370 (20d20+160)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 30 (+10) DEX:  15 (+2)  CON:  26 (+8)  INT:  5 (-3)  WIS:  14 (+2)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Str  +15,  Con  +13,  Wis  +7  Damage Resistances  cold, necrotic  Damage Immunities  poison; bludgeoning, piercing, and slashing damage from nonmagical weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  120 ft., passive  Perception  12  Languages  understands Common (can\xe2\x80\x99t speak)  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Leech Infested . Any creature attacking a faleich-wyrm with a melee weapon or natural  attack  must succeed at a DC 19  Dexterity  saving throw or be showered in undead leeches. Creatures grappling the beast or who are swallowed by it must make a save at the start of any round in which the condition continues and must make the save with disadvantage. A creature infested with leeches must make a DC 19  Constitution  save at the start of each of its rounds. On a failed save, the creature has its hit point maximum reduced by 1d10 (6) and acts as if under the effects of a  confusion  spell until the start of its next round. An infested creature that takes fire damage automatically succeeds on the  Constitution  save for 1 minute as the leeches go dormant. Any effect that removes a disease destroys the leeches and allows the creature\xe2\x80\x99s hit point maximum to be fully restored after a full rest. A  heal  spell destroys the disease and restores the creature\xe2\x80\x99s hit point maximum to full before applying its  healing  effects. \n'b'  Magic Resistance . The faleich-wyrm has advantage on saving throws against spells and magical effects. \n'b'  Turn Resistance . The faleich-wyrm has advantage on saving throws against turning undead and other forms of channel divinity. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The faleich-wyrm may make three attacks, one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 21 (2d10 + 10) piercing damage, plus 11 (2d10) poison damage. If the target is Large or smaller it must succeed on a DC 19  Dexterity  saving throw or be swallowed. A swallowed creature gains the blind and  restrained  conditions and has total  cover  against any attacks or effects originating outside the faleich-wyrm. In addition, the target takes 28 (8d6) acid damage at the start of each of the faleich-wyrm\xe2\x80\x99s rounds. If the faleich-wyrm takes at least 35 damage in a single turn from a swallowed creature, it must succeed on a DC 21  Constitution  save or release all swallowed creatures. Creatures released in this way land 10 feet from the creature and fall  prone . If the faleich-wyrm is killed, swallowed creatures lose the  restrained  condition and may escape the faleich-wyrm\xe2\x80\x99s corpse by using 20 feet of movement and exiting the creature  prone . \n'b'  Claw .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 19 (2d8 + 10) slashing damage. \n'b'  Poison Breath (Recharge 5-6) . The faleich-wyrm exhales a cone of poisonous gas 60 feet on a side. Creatures in the area of effect must succeed on a DC 19  Constitution  save or take 56 (16d6) poison damage and gain the  poisoned  condition for 1 minute. A successful save reduces the damage to half and prevents the  poisoned  condition. Creatures  poisoned  by the faleich-wyrm\xe2\x80\x99s breath weapon may repeat the save at the end of each of their rounds to end the effect. \n'b'\n'b' ABOUT \n'b' A Faleich-wyrm is 40 to 50 feet in length and weighs over 100 tons. Their great scales are a moldering brownish-green and its dried leathery flesh clings tightly to its skeletal, undead frame. They exist only to reap destruction and once awakened rampage without stopping, attacking anything, living or dead within their path. Still, Faleich-wyrms tend to target living things first and once attracted to a live target continue to hunt it down until they rend it into tiny pieces. \n'b'  Beasts of War . In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. \n'b' Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. Once risen, the monstrous undead wyrms rampaged through the wildlands, sowing paths of destruction and terror. The best the necromancers could hope for was to point their volatile creations south and hope they encountered as few of their own peoples\xe2\x80\x99 settlements as possible before they reached enemy territory. \n'b' After numerous trials and failures, the king ordered the Faleich-Mar to abandon their efforts. \n'b' Undaunted, and driven by their own desires the Faleich-Mar continued their research, slowly moving across the Northlands, seeking out remote areas to perform their work. Each time, the results were equally chaotic and destructive. \n'b' The king tried to condemn their work, until it was revealed that he had initially commissioned the cabal to construct the monstrous creatures. This revelation broke the trust of the kingdom and inspired revolt and rebellion throughout the northlands. Publicly demonized and shunned, the Faleich-Mar were driven underground where they continued their work in secrecy. The necromancers believing they were close gaining absolute control over their ghastly creations and that once mastered, they could use the beasts to wrest the rule from blood-born kings and seize control of the Northlands for themselves. To retain secrecy, they altered the raising ritual, placing the undead creatures in a sort of stasis. This allowed the cabal to create hundreds of Faleich-wyrms that they could later raise simultaneously, using a single final ritual. \n'b' What happened next remains a mystery. The cabal disappeared, taking their secrets with them. Whether the necromancers completed the awakening ritual and how many of the fearsome undead creatures they created are both unknown. Still, when these sleeping giants  awaken , there exists little doubt as to the wrath and might of the Faleich-Mar. \n'b'  Hidden Horrors . At present, these giant undead tatzlwyrms or Faleich-wyrms, rest in secluded areas; hidden from the world in great stone temples, caverns, or massive burial mounds. Left behind by their creators, they remain dormant until the unlucky or overly curious accidentally  awaken  them. \n'b' Created over the span of several decades, the awakening processes vary, but generally consist of a few runes which when read aloud, cause the beast to rise. Once awakened, the creature flies into an unstoppable rampage of destruction. \n'b' Rumors remain that at one of these locations, there exists a powerful ritual that if properly executed will simultaneously  awaken  all these creatures at once.'