16 (natural armor)
136 (13d12 + 52)
walk 20 ft., swim 50 ft.
6
+3
The Wakewyrm can hold its breath for 1 hour.
The wakewyrm makes two attacks, one with its bite and one with its tail, or two bite attacks.
Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 15 (3d6 + 5) piercing damage. The target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). The wakewyrm can only grapple one creature at a time, and cannot make bite attacks against other creatures while it has a creature grappled.
Melee Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
The wakewyrm makes a bite attack against a Large or smaller creature it is grappling, and if the attack hits the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the wakewyrm, and it takes 11 (3d6) acid damage at the start of each of the wakewyrm's turns. If the wakewyrm takes 18 or more points of damage from a creature inside of it, the wakewyrm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wakewyrm. If the wakewyrm dies, a swallowed creature is no longer restrained by it, and it can escape from the corpse using 20 feet of movement. After death, internal gasses keep the wakewyrm's body afloat for several hours, before it begins to sink gradually to a watery grave.