Post by Maelthras on Feb 7, 2017 8:03:23 GMT -8
Hellfire Wyrm
Dragon (Fire)
Climate/Terrain: Any land and underground
Frequency: Very rare
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 3–5 offspring)
Challenge Rating: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 26
Activity Cycle: Any
Diet: Special
Intelligence: Genius (17-18 )
Treasure: Double standard
Alignment: Lawful evil
No. Appearing: 1 (2-5)
Advancement: Wyrmling 9–10 HD; very young 12–13 HD; young 15–16 HD; juvenile 18–19 HD; young adult 21–22 HD; adult 24–25 HD; mature adult 27–28 HD; old 30–31 HD; very old 33–34 HD; ancient 36–37 HD; wyrm 39–40 HD; great wyrm 46+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —
Armor Class: -4 (base)
Movement: 12, Fl 40 (C), Jp 3, Sw 12 (15)
Hit Dice: 16 (base)
THAC0: 5 (at 16 HD)
No. of Attacks: 3+special
Damage/Attack: 1-10//1-10/6-36 (6d6)
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Variable
Size: G (54' base)
Morale: Fanatic (17-18 )
XP Value: Variable
Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people.
A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone.
Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming.
A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races.
COMBAT
Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians. They keep to the air, slinging mind affecting spells and withering breath attacks at their enemies.
Breath Weapon (Su): A hellfire wyrm can breathe a 50- foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again.
Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 2d8+13 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one
with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours.
Dragons ignore the frightful presence effect of a hellfire wyrm.
Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 20th; save DC 19 + spell level.
Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shape change spell, except that only the normal form of any tiefling or devil may be assumed.
Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.
Immunities: A hellfire wyrm is immune to sleep and paralysis effects.
Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage per round. It can suppress this aura as a free action.
Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.
Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.
Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.
Skills: Bluff +26, Diplomacy +32, Intimidate +35, Jump +28, Knowledge (any four) +31, Listen +34, Scry +29, Search +26, Spot +34
Feats: Fly by Attack, Hover, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Snatch
Attacks: Bite +30 melee and 2 claws +25 melee
Damage: Bite 2d8+9, claw 2d6+4
Age) Body Lgt.(')/Tail Lgt.(')
1) 7-19 6-16
2) 19-31 16-28
3) 31-43 28-38
4) 43-55 38-50
5) 55-67 50-60
6) 67-80 60-70
7) 80-93 70-84
8 ) 93-10 84-95
9) 106-120 95-108
10) 120-134 108-120
11) 134-148 121-133
12) 148-162 133-146
Age Hit Dice (hp) Int. Str Dex Con Int Wis Cha
Wyrmling 8d12+16 (68 ) +2 19 10 21 19 22 24
Very young 11d12+33 (104) +2 21 10 21 19 22 24
Young 14d12+42 (133) +2 23 10 23 21 24 26
Juvenile 17d12+68 (178 ) +3 25 10 23 21 24 26
Young adult 20d12+100 (230) +3 27 10 25 23 26 28
Adult 23d12+115 (264) +3 29 10 27 23 26 28
Mature adult 26d12+156 (325) +4 33 10 29 25 28 30
Old 29d12+203 (391) +4 35 10 29 25 28 30
Very old 32d12+256 (464) +4 37 10 30 27 30 32
Ancient 35d12+315 (542) +4 39 10 30 27 30 32
Wyrm 38d12+380 (627) +4 41 10 32 29 32 34
Great wyrm 41d12+451 (717) +4 43 10 34 29 32 34
Age Base Attack/Grapple Attack Fort Ref Will BW FP
Wyrmling +8/+11 +11 +7 +4 +6 2d10 (16) —
Very young +11/+20 +15 +9 +6 +8 4d10 (18 ) —
Young +20 +11 +7 +15 6d10 (20) —
Juvenile +17/+30 +25 +13 +10 +17 8d10 (22) —
Young adult +20/+38 +28 +15 +11 +19 10d10 (25) 24
Adult +23/+42 +32 +21 +13 +21 12d10 (26) 26
Mature adult +26/+46 +36 +23 +15 +23 14d10 (29) 28
Old +29/+55 +39 +25 +17 +25 16d10 (31) 31
Very old +32/+59 +43 +27 +18 +27 18d10 (34) 34
Ancient +35/+63 +45 +29 +20 +29 20d10 (36) 36
Wyrm +38/+71 +47 +30 +21 +30 22d10 (39) 39
Great wyrm +41/+75 +51 +33 +23 +32 24d10 (41) 41
Dragon Abilities by Age
Age Speed AC
Wyrmling 60 ft., burrow 30 ft., fly 200 ft. 23 (+2 size, +13 natural), touch 11,flat-footed 24
Very young 60 ft., burrow 30 ft., fly 200 ft. 25 (+1 size, +16 natural), touch 10,flat-footed 26
Young 60 ft., burrow 30 ft., fly 250 ft. 27 (+19 natural), touch 9,flat-footed 28
Juvenile 60 ft., burrow 30 ft., fly 250 ft. 31 (+22 natural), touch 9,flat-footed 31
Young adult 60 ft., burrow 30 ft., fly 250 ft. 33 (–1 size, +25 natural), touch 8,flat-footed 33
Adult 60 ft., burrow 30 ft., fly 250 ft. 36 (–2 size, + 28 natural), touch 8, flat-footed 36
Mature adult 60 ft., burrow 30 ft., fly 250 ft. 39 (–2 size, +31 natural), touch 8,flat-footed 38
Old 60 ft., burrow 30 ft., fly 250 ft. 42 (–4 size, +34 natural), touch 8,flat-footed 41
Very old 60 ft., burrow 30 ft., fly 250 ft. 45 (–4 size, +37 natural), touch 8,flat-footed 44
Ancient 60 ft., burrow 30 ft., fly 250 ft. 48 (–4 size, +40 natural), touch 8,flat-footed 47
Wyrm 60 ft., burrow 30 ft., fly 300 ft. 51 (–8 size, +43 natural), touch 6,flat-footed 48
Great wyrm 60 ft., burrow 30 ft., fly 300 ft. 54 (–8 size, +46 natural), touch 6,flat-footed 51
Age Special Abilities Caster Level SR
Wyrmling Alternate form, immunity to fire,vulnerability to cold — —
Very young — —
Young — 1st —
Juvenile fiendish form 3rd —
Young adult DR 5/+2 magic 5th 22
Adult immunities to charm & sleep 7th 24
Mature adult DR 10/+3 magic 9th 26
Old infernal aura 11th 28
Very old DR 15/+4 magic 13th 29
Ancient keen senses 15th 31
Wyrm DR 20/+5 magic 17th 35
Great wyrm summon baatezu 19th 37
Age) Treas. Type/XP Value
1) Nil 8,000
2) Nil 9,000
3) Nil 11,000
4) E, R, T 13,000
5) H, R, T 15,000
6) H, R, T 18,000
7) H, R, T 19,000
8 ) H, R, Tx2 20,000
9) H, R, Tx2 22,000
10) H, R, Tx2 23,000
11) H, R, Tx3 24,000
12) H, R, Tx3 25,000
Dragon (Fire)
Climate/Terrain: Any land and underground
Frequency: Very rare
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 3–5 offspring)
Challenge Rating: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 26
Activity Cycle: Any
Diet: Special
Intelligence: Genius (17-18 )
Treasure: Double standard
Alignment: Lawful evil
No. Appearing: 1 (2-5)
Advancement: Wyrmling 9–10 HD; very young 12–13 HD; young 15–16 HD; juvenile 18–19 HD; young adult 21–22 HD; adult 24–25 HD; mature adult 27–28 HD; old 30–31 HD; very old 33–34 HD; ancient 36–37 HD; wyrm 39–40 HD; great wyrm 46+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —
Armor Class: -4 (base)
Movement: 12, Fl 40 (C), Jp 3, Sw 12 (15)
Hit Dice: 16 (base)
THAC0: 5 (at 16 HD)
No. of Attacks: 3+special
Damage/Attack: 1-10//1-10/6-36 (6d6)
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Variable
Size: G (54' base)
Morale: Fanatic (17-18 )
XP Value: Variable
Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people.
A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone.
Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming.
A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races.
COMBAT
Utterly fearless and almost unstoppable in battle, hellfire wyrms are expert tacticians. They keep to the air, slinging mind affecting spells and withering breath attacks at their enemies.
Breath Weapon (Su): A hellfire wyrm can breathe a 50- foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. One-half of the damage from this attack derives from infernal power and is therefore not subject to reduction by protective elemental magic. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again.
Crush (Ex): A flying hellfire wyrm can land on opponents three or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the wyrm’s body. Each creature in the affected area must succeed at a Reflex save (DC 29) or be pinned, automatically taking 2d8+13 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): When a hellfire wyrm charges, attacks, or flies overhead, it inspires terror in all creatures within 240 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a Will save (DC 30). On a failure, a creature with 4 or fewer Hit Dice becomes panicked for 4d6 rounds, and one
with 5 or more Hit Dice becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that hellfire wyrm’s frightful presence for 24 hours.
Dragons ignore the frightful presence effect of a hellfire wyrm.
Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispelling, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 20th; save DC 19 + spell level.
Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shape change spell, except that only the normal form of any tiefling or devil may be assumed.
Fire Subtype (Ex): A hellfire wyrm is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, it takes half damage on a success and double damage on a failure.
Immunities: A hellfire wyrm is immune to sleep and paralysis effects.
Infernal Aura (Su): Any creature within 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage per round. It can suppress this aura as a free action.
Keen Senses (Ex): A hellfire wyrm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.
Summon Baatezu (Sp): Once per day, a hellfire wyrm may summon a single barbazu, cornugon, or gelugon with a 100% chance of success. This ability functions like a summon monster spell of the appropriate level. A summoned devil automatically returns whence it came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.
Feats: A creature that is flung by a hellfire wyrm after being snatched travels 100 feet and takes 10d6 points of damage. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.
Skills: Bluff +26, Diplomacy +32, Intimidate +35, Jump +28, Knowledge (any four) +31, Listen +34, Scry +29, Search +26, Spot +34
Feats: Fly by Attack, Hover, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Snatch
Attacks: Bite +30 melee and 2 claws +25 melee
Damage: Bite 2d8+9, claw 2d6+4
Age) Body Lgt.(')/Tail Lgt.(')
1) 7-19 6-16
2) 19-31 16-28
3) 31-43 28-38
4) 43-55 38-50
5) 55-67 50-60
6) 67-80 60-70
7) 80-93 70-84
8 ) 93-10 84-95
9) 106-120 95-108
10) 120-134 108-120
11) 134-148 121-133
12) 148-162 133-146
Age Hit Dice (hp) Int. Str Dex Con Int Wis Cha
Wyrmling 8d12+16 (68 ) +2 19 10 21 19 22 24
Very young 11d12+33 (104) +2 21 10 21 19 22 24
Young 14d12+42 (133) +2 23 10 23 21 24 26
Juvenile 17d12+68 (178 ) +3 25 10 23 21 24 26
Young adult 20d12+100 (230) +3 27 10 25 23 26 28
Adult 23d12+115 (264) +3 29 10 27 23 26 28
Mature adult 26d12+156 (325) +4 33 10 29 25 28 30
Old 29d12+203 (391) +4 35 10 29 25 28 30
Very old 32d12+256 (464) +4 37 10 30 27 30 32
Ancient 35d12+315 (542) +4 39 10 30 27 30 32
Wyrm 38d12+380 (627) +4 41 10 32 29 32 34
Great wyrm 41d12+451 (717) +4 43 10 34 29 32 34
Age Base Attack/Grapple Attack Fort Ref Will BW FP
Wyrmling +8/+11 +11 +7 +4 +6 2d10 (16) —
Very young +11/+20 +15 +9 +6 +8 4d10 (18 ) —
Young +20 +11 +7 +15 6d10 (20) —
Juvenile +17/+30 +25 +13 +10 +17 8d10 (22) —
Young adult +20/+38 +28 +15 +11 +19 10d10 (25) 24
Adult +23/+42 +32 +21 +13 +21 12d10 (26) 26
Mature adult +26/+46 +36 +23 +15 +23 14d10 (29) 28
Old +29/+55 +39 +25 +17 +25 16d10 (31) 31
Very old +32/+59 +43 +27 +18 +27 18d10 (34) 34
Ancient +35/+63 +45 +29 +20 +29 20d10 (36) 36
Wyrm +38/+71 +47 +30 +21 +30 22d10 (39) 39
Great wyrm +41/+75 +51 +33 +23 +32 24d10 (41) 41
Dragon Abilities by Age
Age Speed AC
Wyrmling 60 ft., burrow 30 ft., fly 200 ft. 23 (+2 size, +13 natural), touch 11,flat-footed 24
Very young 60 ft., burrow 30 ft., fly 200 ft. 25 (+1 size, +16 natural), touch 10,flat-footed 26
Young 60 ft., burrow 30 ft., fly 250 ft. 27 (+19 natural), touch 9,flat-footed 28
Juvenile 60 ft., burrow 30 ft., fly 250 ft. 31 (+22 natural), touch 9,flat-footed 31
Young adult 60 ft., burrow 30 ft., fly 250 ft. 33 (–1 size, +25 natural), touch 8,flat-footed 33
Adult 60 ft., burrow 30 ft., fly 250 ft. 36 (–2 size, + 28 natural), touch 8, flat-footed 36
Mature adult 60 ft., burrow 30 ft., fly 250 ft. 39 (–2 size, +31 natural), touch 8,flat-footed 38
Old 60 ft., burrow 30 ft., fly 250 ft. 42 (–4 size, +34 natural), touch 8,flat-footed 41
Very old 60 ft., burrow 30 ft., fly 250 ft. 45 (–4 size, +37 natural), touch 8,flat-footed 44
Ancient 60 ft., burrow 30 ft., fly 250 ft. 48 (–4 size, +40 natural), touch 8,flat-footed 47
Wyrm 60 ft., burrow 30 ft., fly 300 ft. 51 (–8 size, +43 natural), touch 6,flat-footed 48
Great wyrm 60 ft., burrow 30 ft., fly 300 ft. 54 (–8 size, +46 natural), touch 6,flat-footed 51
Age Special Abilities Caster Level SR
Wyrmling Alternate form, immunity to fire,vulnerability to cold — —
Very young — —
Young — 1st —
Juvenile fiendish form 3rd —
Young adult DR 5/+2 magic 5th 22
Adult immunities to charm & sleep 7th 24
Mature adult DR 10/+3 magic 9th 26
Old infernal aura 11th 28
Very old DR 15/+4 magic 13th 29
Ancient keen senses 15th 31
Wyrm DR 20/+5 magic 17th 35
Great wyrm summon baatezu 19th 37
Age) Treas. Type/XP Value
1) Nil 8,000
2) Nil 9,000
3) Nil 11,000
4) E, R, T 13,000
5) H, R, T 15,000
6) H, R, T 18,000
7) H, R, T 19,000
8 ) H, R, Tx2 20,000
9) H, R, Tx2 22,000
10) H, R, Tx2 23,000
11) H, R, Tx3 24,000
12) H, R, Tx3 25,000