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Traits

Amphibious

The wellwyrm can breathe air and water.

Hunting Terror

If the wellwyrm hears a creature play a horn or similar Musical Instrument, it has the Frightened condition until the end of its next turn.

Actions

Multiattack

The wellwyrm makes one Bite attack and uses Constrict.

Bite

Melee Attack Roll: +8, reach 10 ft. Hit: 15 (2d10 + 4) Piercing damage plus 21 (6d6) Poison damage.

Constrict

Strength Saving Throw: DC 16, one Medium or smaller creature the wellwyrm can see within 5 feet. Failure: 13 (2d8 + 4) Bludgeoning damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends. The wellwyrm needn't spend extra movement to move during this grapple.