Wyrm Weird (3.5e Creature)

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Wyrm Weird[edit]

Wyrm Weird

CR —

LN Huge Dragon, Aberation
Init/Senses +5/Listen +20, Spot +20
AC 28, touch 10, flat-footed 28
hp 522 (36d12+288 HD)
Fort/Ref/Will +28/+20/+24
Speed 60 ft. (4 squares), fly 250 ft. (poor)
Melee 4 tail rakes +45 melee (2d6+10/19-20) or
Melee talon +45 melee (2d6+4) or
Melee bite +45 melee (2d8+4) or
Melee 2 claws +45 (2d6+4 plus grab)
Space/Reach 5 ft./10 ft./5 ft.
Base Atk/Grp +36/+61
Abilities Str 37, Dex 12, Con 27, Int 18, Wis 19, Cha -
SQ Blindsight 100 ft., immunity to sleep and paralysis, low-light vision, scent, damage reduction 5/-, power resistance 25
Feats Ability Focus (poison), Alertness, Flyby Attack, Multiattack
Skills Hide +12, Listen +20, Move Silently +11, Spot +20
Advancement
Improved Grab (Ex) To use this ability, a Wyrm Weird must hit with its talons, its mandibles, or its tail. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and uses the available abilities.
Rust (Ex) A Wyrm Weird that makes a successful touch attack with its mandibles causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor, weapons, and other magic items made of metal must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
Slimy Tentacles (Ex) An Wyrm Weird can transfer a grappled victim from a claw to its tentacles that cover its back as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a transmuting slime secretion. Anyone held in the tentacles must succeed on a DC 17 Fortitude save each round on the Wyrm Weird turn or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+4 points of damage each round from the creature’s tentacles.
Protective Slime (Su) An Wyrm Weirds slime grants it a deflection bonus to Armor Class and Combat Maneuver Defense equal to ½ its Hit Dice.
Neothelid Tail The Neothelid Tail operates as its own creature, sharing a mind with the Wyrm Weird it works in conjunction, grabbing and attacking as necessary. It has several abilities that it can use.

Breath Weapon (Su) Cone of acid 50 feet long, once every 1d4 rounds; damage 14d10 acid, Reflex half DC 30.

Psi-Like Abilities At will—body equilibrium, psionic charm (all targets, duration 15 days, DC 21*), clairvoyant sense, psionic levitate, read thoughts (DC 17*), psionic suggestion (seven targets, DC 17*), telekinetic force (500 lb., DC 18*), telekinetic maneuver (+4 bonus, DC 19*), telekinetic thrust (500 lb., DC 18*), psionic teleport, trace teleport, truevenom (DC 19); 3/day—mind thrust (15d10, DC 23*), psychic crush (6d6, DC 16**). Manifester level 15th. The save DCs are Charisma-based. (Powers that would affect the Neothilid effects the entire Wyrm Weird)

Swallow Whole (Ex) A neothelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+15 points of crushing damage plus 2d6 points of acid damage per round from stomach secretions. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A neothelid’s interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Extraction (Ex) If a Wyrm Weird begins its turn with at least one strand attached to a victim of Huge size or smaller that is adjacent to it, it can attempt to perform an extraction of the victim's brain as a full-round action. It must succeed on a bite attack, dealing normal damage. It then makes an immediate grapple attempt as a free action without provoking attacks of opportunity. If the Wyrm Weird succeeds on this check, it tears the victim's skull open and devours its brain, killing it immediately. Constructs, elementals, oozes, plants, and undead are immune to extraction. Extraction is not instantly fatal to foes with multiple heads.
Breath Weapon (Sp) A Wyrm Weird has two types of breath weapon, a 60ft cone Mind Blast and a cone of weakening gas. Anyone caught in the Mind Blast must succeed on a DC 27 Will save or be stunned for 3d4 rounds and take 12d6 psychic damage. Creatures within a cone of weakening gas must succeed on a DC 30 Fortitude save or take 2d6 point of Strength damage Once the dragon uses either of these abilities, it cannot use it again for 1d4 rounds.
Strands (Ex) Most encounters with a Wyrm Weird begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If one of its strands is severed, a Wyrm Weird can extrude a new one on its next turn as a free action.
Weakness (Ex) A Wyrm Weirds strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 19 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Drag (Ex) If a Wyrm Weird hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 24 Escape Artist check or a DC 20 Strength check. A Wyrm Weird can draw a creature to within 10 feet of itself and bite with a +4 attack bonus in the same round.

Strategies and Tactics[edit]

It initially would try and hide in the darkness and ambush nearby prey but whether this fails or its trap is sprung it will use its many limbs to grapple and subdue its prey. Environment: This creature is not natural, it is a creation of the Silent King Roswell Typical Physical Characteristics: A Wyrm Weird's body is 60 feet long, and dark brown to gray with patches of gold scales along its head and neck; half that length is its tail, which is a writhing neo. Its wingspan is about 20 feet. A wyvern weighs about one ton. Alignment:

Lore[edit]

A special creation of the Silent King there is only one in existence, as the page on them has been destroyed. It is the result of the Silent King's experiments on Aberrations, using his captured Wyvern as the test subject.

Sample Lair[edit]

I lay in with for intruders in a massive room that precedes the last chamber of the crypt, it has plenty of empty space for it to fly and hide in the shadows.



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