Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane Innate Spells
DC 38, attack +30; 9th cloudkill, duplicate foe; 8th illusory scene, scintillating pattern; 7th prismatic spray, warp mind; Cantrips (8th) dancing lights, ghost sound, message, telekinetic projectile
Ability
Attack of Opportunity [Reaction]
Fangs only.
Ability
Fog Vision
Fog and mist doesn't impair a whimwyrm's vision; it ignores the concealed condition from fog and mist.
Ability
Meddling Tail
Circumstance: Trigger: The whimwyrm damages a creature with its whiplashing tai
The whimwyrm can attempt to Disarm, Shove, or Trip the damaged creature.
Ability
Mind-Numbing Breath
(arcane, enchantment, mental) The whimwyrm exhales a 40-foot cone of sparkling magenta mist. Creatures within the area must attempt a DC 38 Will save as their minds are overwhelmed by a sudden riot of false (and typically unpleasant) memories, taking 10d12 mental damage depending on their save. The whimwyrm can't use mind-numbing breath for 1d4 rounds. Critical Success The creature becomes outlined in sparkling dust, negating any invisibility it has in effect for 1 round and takes no damage. Success The creature takes half damage, and its invisibility is negated for 2 rounds. Failure The creature takes full damage, is dazzled for 1 minute, and its invisibility is negated for 1 minute. Critical Failure The creature takes double damage, is blinded for 1 round, dazzled for 1 minute, and its invisibility is negated for 1 minute.
Offense
Melee
Circumstance: combat round (melee)
frenzied fangs +35 [+30/+25] (finesse), Damage 3d12+12 piercing
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
confused
controlled
paralyzed
petrified
unconscious
Language
Common
Draconic
Sylvan
Perception
darkvision
fog vision
scent (imprecise) 30 feet
Resistance
mental 15
Weakness
cold iron 15