Armour Class 20 (natural armour) Hit Points 325 (26d20 + 52) Speed 60 ft., burrow 60 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 15 (+2) 17 (+3) 8 (-1) 22 (+6) Saving Throws Dex +7, Con +7, Wis +4, Cha +11 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Common and Draconic but can't speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Unusual Nature. The skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The greatwyrm makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 27) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.