- Character description(src)
Dymdrail, Crawling Woe is a demon, and a member of the Voidwound.
Dymdrail is a creature of shadow.[1] Its insatiability left it an easy mark for imprisonment by the Circle of Untameable Wilds—a performance of slow drowning was all it took to coax the demon from its lair. Yet Dymdrail contains multitudes within its folds of shadow, and with each soul it devours, it grows further legion. Multitudes are located within it, and with each it devours, it grows in legion.[2][1]
Biography[]
Like all the Voidwound, Dymdrail was reshaped by the primordial ages it spent in the Black Abyss.[3] In Dymdrail's case, it was reshaped into a creature of shadow.[1]
After the Voidwound emerged in Sanctuary, Dymdrail established a lair, somewhere in Sanctuary's eastern hemisphere.[4] Nevertheless, it, and the other Voidwound met with the witch circles of the Sharval Wilds. It demanded a march of sevenscore souls into its lair as part of a pact. One that failed to be made. Later, Dymdrail and the other Voidwound (save Catarag, who was sealed earlier) were tricked by the Untameable Wilds circle. The Voidwound were goaded into possessing the Witches, but this was a trap, as the witches used themselves as vessels to carry their demonic hosts to the Voidwound Cage. While it cost the circle dearly, Dymdrail and the other Voidwound were successfully imprisoned.[3]
Uncaged[]
Around 1272, the Cult of Terror attacked the Voidwound Cage in order to free its prisoners. They were stymied by Nisza — the current wardkeeper of the Untameable Wilds, but their cage was damaged, causing an explosion that scattered bits of the cage far and wide. This caused the Voidwound to awake. Dymdrail sent the Many to hunt her, but she received help in the form of the Shard-seeker, Rayek and Commander Kaya.[5]
In-game[]

Dialogue box portrait
Dymdrail is the third Voidwound Helliquary boss in Diablo Immortal, introduced as part of the Terror's Tide update. It is able to summon nightmares and manipulate darkness.
Combat[]
Dymdrail is the third of the Voidwound to be defeated. It is fought in its lair; the Hall of Decadence.
Phase 1[]
- "Your wait has ended."

Dymdrail's entrance
Dymdrail makes its entrance after the player kills the cultists making a sacrifice. It uses only magic in this phase, and attacks with the following:
- Blast: 3 simple bolts of darkness fired from its staff.
- Eruption: of shadow at the player's location. It tracks the player while charging, but becomes stationary near completion.
- Thunderbolts: Dymdrail summons 4 sustained bolts of lightning that travel forward. After a short distance, each bolt fractures into 3 smaller bolts.
- Summon Minion: Dymdrail summons nightmares from portals to attack.
- Pulsing Beads: Similar to the attack used by Ancient Nightmare, Dymdrail summons several spheres that crash like meteors, pulse for some seconds while deal AoE damage, then explode as bombs.
- Teleport: Dymdrail will occasionally retreat by teleporting a short distance away.
- Beam Nova: Dymdrail shoots 6 beams outwards from itself.
- Explosion: Dymdrail raises its staff and condenses shadow around itself. After a delay, it bangs the staff, detonating the darkness as AoE damage.
Phase 2[]
- "How eager you are to proceed."

Dymdrail's transformation
At ≈70% total health, Dymdrail changes form. In this phase, Dymdrail starts using some physical attacks.
- Spectral Slam: Dymdrail summons a spectral demonic arm to slam on the player's location; 6 times.
- Shadow Nova: Dymdrail unleashes several bolts of darkness in a nova. After a short distance, each bolt fractures into 2 smaller bolts.
- Effigy: Dymdrail teleports to the center of the arena, and separates into 4 weaker clones. Each clone appears at one edge of the arena, and mirror their attacks. After all clones are defeated, Dymdrail briefly reforms before making more clones. In the second round, the clones don't mirror their attacks. Each clone attacks with the following:
- Summon Minion: The minions summoned now are the Many.
- Thunderbolts: Same as in the previous phase.
- Explosion: Same as in the previous phase.
- Blade Nova: The clone slashes its claws, unleashing a nova of Blade Beams.
- Beam: The clone shoots a beam of shadow.
- Ground Spikes: The clone summons a row of bone spikes. Spikes don't cause knockback
- Charge: Dymdrail buffs itself with wind, and then quickly dashes forward.
- Shadow Tide: Dymdrail unleashes a flood of darkness forwards in a semicircle.
- Phase 3
- "The Many call us home together."

Dymdrail's final transformation
At ≈20% total health, Dymdrail transforms again and cloaks most of the arena in shadow, leaving only a small safe zone at the center. Many skills from the previous phases return in this phase, though with higher damage.
- Spectral Slam: Same as in the previous phase.
- Thunderbolts: Same as in the previous phase.
- Beam Nova: Same as in the previous phase.
- Pulsing Beads: Same as in the first phase.
- Quake: Dymdrail raises its staff. After a short delay it bangs it on the ground, causing a large explosion in the form of concentric circles.
- Tornadoes: Dymdrail summons 3 tornadoes that move about the arena.
Images[]
- Phase 1
- Phase 2
- Phase 3
Trivia[]
- In his boss fight, Dymdrail controls a number of nightmares as minions. It is unknown what connection, if any, exists between Dymdrail and the Ancient Nightmare.
References[]
- ↑ 1.0 1.1 1.2 2022-12-14, CRASH INTO HELL’S MINIONS IN TERROR’S TIDE. Blizzard Entertainment, accessed on 2022-12-23
- ↑ Horadric Bestiary
- ↑ 3.0 3.1 Diablo Immortal, Crimson Slag
- ↑ Diablo Immortal
- ↑ Diablo Immortal,The Chainbreakers