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<blockquote data-quote="dante58701" data-source="post: 3406053" data-attributes="member: 40336"><p>Here's another revision. Not much was changed, although it is a bit deadlier than before. Insert disclaimer here.</p><p></p><p>Hellfire Wyrm, Dragon (Draconis Infernis)</p><p>Gargantuan Dragon (Evil, Extraplanar, Fire, Lawful)</p><p>Hit Dice: 23d12+230 (379 hp)</p><p>Initiative: +4 (+4 Improved Initiative)</p><p>Speed: 120 ft., burrow 60 ft., fly 240 ft. (clumsy)</p><p>Armor Class: 38 (–4 size, +32 natural), touch 6, flat-footed 38</p><p>Base Attack/Grapple: +23/+51</p><p>Attack: Bite +39 melee (4d8+16) or claw +39 melee (2d8+8)</p><p>Full Attack: Bite +37 melee (4d8+16) , 2 claws +32 melee (2d8+8), 2 wings +32 melee (2d6+8), and tail slap +32 melee (2d8+24)</p><p>Space/Reach: 45 ft./30 ft. (45 ft. with bite)</p><p>Special Attacks: Breath weapon, crush 2d8+22, frightful presence, spell-like abilities</p><p>Special Qualities: Blindsense, damage reduction 10/chaotic or epic or good, fiendish form, fire subtype, immunities, infernal aura, keen senses, spell resistance 33, summon devil</p><p>Saves: Fort +23, Ref +13, Will +21</p><p>Abilities: Str 43, Dex 10, Con 31, Int 23, Wis 26, Cha 28</p><p>Skills: Bluff +36, Diplomacy +36, Intimidate +36, Jump +43, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (religion) +33, Knowledge (the planes) +33, Listen +35, Search +35, Spellcraft +33, Spot +35</p><p>Feats: Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Snatch, Wingover</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary, pair, or clutch (3–5)</p><p>Challenge Rating: 26</p><p>Treasure: Double standard</p><p>Alignment: Always lawful evil</p><p>Advancement: 24–31 HD (Gargantuan), 32–63 HD (Colossal), 64–69 HD (Titanic)</p><p>Level Adjustment: —</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>A hellfire wyrm speaks Draconic and Infernal, as well as the languages of any nearby humanoid races.</p><p></p><p>A hellfire wyrm is 46 feet in length and weighs 184,000 (92 tons).</p><p></p><p>Combat</p><p></p><p>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.</p><p></p><p>Blindsense (Ex): A hellfire wyrm can pinpoint creatures within a distance of 60 feet. Opponents the wyrm can’t actually see still have total concealment against the dragon.</p><p></p><p>Breath Weapon (Su): A hellfire wyrm can breathe a 80-foot cone of infernal flame that deals 23d3 points of fire damage (subject to reduction by protective elemental magic) and 23d6 points of unholy damage (not subject to reduction by protective elemental magic). Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. The save DC is Constitution-based.</p><p></p><p>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 8d6+22 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +51). While pinned, the opponent takes crush damage each round. The DC is Constitution-based.</p><p></p><p>Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any devil or tiefling may be assumed.</p><p></p><p>Fire Subtype (Ex): A hellfire wrym has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. </p><p></p><p>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. The save DC is Charisma-based.</p><p></p><p>Immunities: A hellfire wyrm is immune to paralysis and sleep effects.</p><p></p><p>Infernal Aura (Su): Any creature within 5 feet (1 foot/5 Hit Dice of the wyrm (round down)) of a hellfire wyrm automatically takes 5d4 (d4/5 Hit Dice of the wyrm (round down)) points of fire damage per round. It can suppress this aura as a free action.</p><p></p><p>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.</p><p></p><p>Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispel magic, greater invisibility, greater teleport, hold person, misdirection, pyrotechnics, sending, suggestion, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 23rd. The save DCs are Charisma-based.</p><p></p><p>Summon Devil (Sp): Once per day, a hellfire wyrm may automatically summon a single barbazu, cornugon, or gelugon. 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.</p><p></p><p>Feats: A creature that is flung by a hellfire wyrm after being snatched travels 1d6x10 feet and takes 1d6 points of damage per 10 feet traveled. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3406053, member: 40336"] Here's another revision. Not much was changed, although it is a bit deadlier than before. Insert disclaimer here. Hellfire Wyrm, Dragon (Draconis Infernis) Gargantuan Dragon (Evil, Extraplanar, Fire, Lawful) Hit Dice: 23d12+230 (379 hp) Initiative: +4 (+4 Improved Initiative) Speed: 120 ft., burrow 60 ft., fly 240 ft. (clumsy) Armor Class: 38 (–4 size, +32 natural), touch 6, flat-footed 38 Base Attack/Grapple: +23/+51 Attack: Bite +39 melee (4d8+16) or claw +39 melee (2d8+8) Full Attack: Bite +37 melee (4d8+16) , 2 claws +32 melee (2d8+8), 2 wings +32 melee (2d6+8), and tail slap +32 melee (2d8+24) Space/Reach: 45 ft./30 ft. (45 ft. with bite) Special Attacks: Breath weapon, crush 2d8+22, frightful presence, spell-like abilities Special Qualities: Blindsense, damage reduction 10/chaotic or epic or good, fiendish form, fire subtype, immunities, infernal aura, keen senses, spell resistance 33, summon devil Saves: Fort +23, Ref +13, Will +21 Abilities: Str 43, Dex 10, Con 31, Int 23, Wis 26, Cha 28 Skills: Bluff +36, Diplomacy +36, Intimidate +36, Jump +43, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (religion) +33, Knowledge (the planes) +33, Listen +35, Search +35, Spellcraft +33, Spot +35 Feats: Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack, Quicken Spell-Like Ability, Snatch, Wingover Climate/Terrain: Any land or underground Organization: Solitary, pair, or clutch (3–5) Challenge Rating: 26 Treasure: Double standard Alignment: Always lawful evil Advancement: 24–31 HD (Gargantuan), 32–63 HD (Colossal), 64–69 HD (Titanic) Level Adjustment: — 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 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. 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 and Infernal, as well as the languages of any nearby humanoid races. A hellfire wyrm is 46 feet in length and weighs 184,000 (92 tons). 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. Blindsense (Ex): A hellfire wyrm can pinpoint creatures within a distance of 60 feet. Opponents the wyrm can’t actually see still have total concealment against the dragon. Breath Weapon (Su): A hellfire wyrm can breathe a 80-foot cone of infernal flame that deals 23d3 points of fire damage (subject to reduction by protective elemental magic) and 23d6 points of unholy damage (not subject to reduction by protective elemental magic). Each creature caught in the area can attempt a Reflex save (DC 29) to take half damage. Once the wyrm breathes, it must wait 1d4 rounds before using its breath weapon again. The save DC is Constitution-based. 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 8d6+22 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +51). While pinned, the opponent takes crush damage each round. The DC is Constitution-based. Fiendish Form (Su): At will, a hellfire wyrm can produce an effect like that of a shapechange spell, except that only the normal form of any devil or tiefling may be assumed. Fire Subtype (Ex): A hellfire wrym has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. 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. The save DC is Charisma-based. Immunities: A hellfire wyrm is immune to paralysis and sleep effects. Infernal Aura (Su): Any creature within 5 feet (1 foot/5 Hit Dice of the wyrm (round down)) of a hellfire wyrm automatically takes 5d4 (d4/5 Hit Dice of the wyrm (round down)) 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. Spell-Like Abilities: At will—blasphemy, charm person, demand, desecrate, dictum, fire storm, greater dispel magic, greater invisibility, greater teleport, hold person, misdirection, pyrotechnics, sending, suggestion, true seeing (divine version), unholy aura, unhallow, wall of fire. Caster level 23rd. The save DCs are Charisma-based. Summon Devil (Sp): Once per day, a hellfire wyrm may automatically summon a single barbazu, cornugon, or gelugon. 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 1d6x10 feet and takes 1d6 points of damage per 10 feet traveled. If the hellfire wyrm is flying, the creature takes this damage or the appropriate falling damage, whichever is greater. [/QUOTE]
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