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Mercykiller Wyrm
http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-35.html
Mercykiller Wyrm
Huge Dragon (Extraplanar)
Hit Dice: 9d12+36 (94 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+25
Attack: Sting +15 melee (1d8+8 plus poison) or talon +15 melee (3d6+8) or bite +15 melee (3d8+8/19-20)
Full Attack: Sting +15 melee (1d8+8 plus poison) and bite +15 melee (3d8+8/19-20) and 2 wings +15 melee (2d8+4) and 2 talons +15 melee (3d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., feeble flier, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 27, Dex 12, Con 19, Int 6, Wis 12, Cha 9
Skills: Hide +9, Listen +13, Move Silently +13, Spot +16
Feats: Ability Focus (poison), Flyby Attack, Improved Critical (bite), Improved Multiattack, Multiattack (B)
Environment: Concordant Domain of the Outlands (Sigil)
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 10-13 HD (Huge); 14-21 HD (Gargantuan); 22-27 (Colossal)
Level Adjustment: —
This massive, two-legged lizard has a long stinger-tipped tail. Its greenish scales are old and worn, and its leathery bat wings are nigh-vestigial stubs. Its huge jaws are filled with long, sharp teeth.
The Great Green Wyrm of the Mercykillers, more commonly called simply the Mercykiller Wyrm, was originally bred from wyvern stock. Over countless generations, it has been bred for ferocity and for the exquisite functionality of its venom, not for intelligence or hunting skills.
The Mercykillers have found a way to distill the Mercykiller wyrm's venom into elixirs of truth. They jealously guard this secret.
A Mercykiller wyrm's body is 20 feet long with a wingspan of 30 feet, and weighs about 2 tons. A Mercykiller wyrm's scales are always green.
Mercykiller wyrms speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
COMBAT
Like their forebears, Mercykiller wyrms are rather stupid but always aggressive. A Mercykiller wyrm can slash with its talons only when making a flyby attack.
Feeble Flyer (Ex): A Mercikiller Wyrm has very weak wing muscles. After every minute of flight it must succeed on a Constitution check (DC10, +1 per additional minute of flying) or become fatigued and be forced to land. The wyrm must rest for 10 minutes for every minute it spends flying. A wyrm that is already fatigued cannot fly, although it can perform controlled glides which prevent it taking falling damage.
Improved Grab (Ex): To use this ability, a Mercykiller wyrm must hit with its talons. 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 stings.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Con and 2d6 Wis. The save DC is Constitution-based.
Skills: Mercykiller wyrms have a +3 racial bonus on Spot checks.
Originally appeared in In the Cage: A Guide to Sigil (1995).
http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-35.html
Mercykiller Wyrm
Huge Dragon (Extraplanar)
Hit Dice: 9d12+36 (94 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+25
Attack: Sting +15 melee (1d8+8 plus poison) or talon +15 melee (3d6+8) or bite +15 melee (3d8+8/19-20)
Full Attack: Sting +15 melee (1d8+8 plus poison) and bite +15 melee (3d8+8/19-20) and 2 wings +15 melee (2d8+4) and 2 talons +15 melee (3d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., feeble flier, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 27, Dex 12, Con 19, Int 6, Wis 12, Cha 9
Skills: Hide +9, Listen +13, Move Silently +13, Spot +16
Feats: Ability Focus (poison), Flyby Attack, Improved Critical (bite), Improved Multiattack, Multiattack (B)
Environment: Concordant Domain of the Outlands (Sigil)
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 10-13 HD (Huge); 14-21 HD (Gargantuan); 22-27 (Colossal)
Level Adjustment: —
This massive, two-legged lizard has a long stinger-tipped tail. Its greenish scales are old and worn, and its leathery bat wings are nigh-vestigial stubs. Its huge jaws are filled with long, sharp teeth.
The Great Green Wyrm of the Mercykillers, more commonly called simply the Mercykiller Wyrm, was originally bred from wyvern stock. Over countless generations, it has been bred for ferocity and for the exquisite functionality of its venom, not for intelligence or hunting skills.
The Mercykillers have found a way to distill the Mercykiller wyrm's venom into elixirs of truth. They jealously guard this secret.
A Mercykiller wyrm's body is 20 feet long with a wingspan of 30 feet, and weighs about 2 tons. A Mercykiller wyrm's scales are always green.
Mercykiller wyrms speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
COMBAT
Like their forebears, Mercykiller wyrms are rather stupid but always aggressive. A Mercykiller wyrm can slash with its talons only when making a flyby attack.
Feeble Flyer (Ex): A Mercikiller Wyrm has very weak wing muscles. After every minute of flight it must succeed on a Constitution check (DC10, +1 per additional minute of flying) or become fatigued and be forced to land. The wyrm must rest for 10 minutes for every minute it spends flying. A wyrm that is already fatigued cannot fly, although it can perform controlled glides which prevent it taking falling damage.
Improved Grab (Ex): To use this ability, a Mercykiller wyrm must hit with its talons. 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 stings.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Con and 2d6 Wis. The save DC is Constitution-based.
Skills: Mercykiller wyrms have a +3 racial bonus on Spot checks.
Originally appeared in In the Cage: A Guide to Sigil (1995).
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