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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="dante58701" data-source="post: 3334368" data-attributes="member: 40336"><p><strong>New Topic...Revisal of a Hellfire Wyrm</strong></p><p></p><p>[Insert Disclaimer Here] - Not done in the course of trade, not for commercial use, just for personal use, not a challenge to copyrights...blah blah blah.</p><p></p><p></p><p>Can anyone fix this for me. Im looking to make it into a true dragon of extreme...near Epic/Neotic power. Kinda bout the half-way point. Ok...heres what I have so far.</p><p></p><p></p><p>Hellfire Wyrm</p><p>Colossal Dragon (Evil, Extraplanar, Fire, Lawful)</p><p>Hit Dice: 40d12+560 (800 hp)</p><p>Initiative: +8 (+8 Improved Initiative)</p><p>Speed: 160 ft., burrow 80 ft., fly 480 ft. (clumsy)</p><p>Armor Class: 38 (-8 size, +40 natural), touch 8, flat-footed 38</p><p>Base Attack/Grapple: +40/+84</p><p>Attack: Bite +68 melee (4d8+28) or claw +68 melee (2d8+28)</p><p>Full Attack: Bite +66 melee (4d8+28), 2 claws +61 melee (2d8+14), 2 wings +61 melee (2d6+14), and 1 tail slap +61 melee (2d8+14)</p><p>Space/Reach: 80 ft./60 ft. (80 ft. with bite)</p><p>Special Attacks: Breath weapon, crush (8d6+42), frightful presence</p><p>Special Qualities DR 20/epic, fiendish form, fire subtype, immunities, infernal aura, keen senses, SR 50, summon baatezu, virtual size categories 1</p><p>Saves Fort +36, Ref +22, Will +28</p><p>Abilities Str 66, Dex 10, Con 38, Int 20, Wis 22, Cha 22</p><p>Skills: Bluff +40, Diplomacy +40, Intimidate +40, Jump +39, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (religion) +39, Knowledge (the planes) +40, Listen +40, Search +39, Spellcraft +39, Spot +39 – Miscellaneous modifiers not included.</p><p>Feats: Cleave, Dodge, Flyby Attack, Great Cleave, Hover, Improved Initiative, Multiattack, Mobility, Power Attack, Quicken Spell-Like Ability, Snatch, Spring Attack, Wingover</p><p>Epic Feats: Superior Initiative</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, pair, or clutch (3-5) </p><p>Challenge Rating: ?</p><p>Treasure: Double Standard</p><p>Alignment: Always lawful evil</p><p>Advancement: 41-63 HD (Colossal), 64-120 HD (Titanic)</p><p>Level Adjustment: +?</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>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 wryms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to fore through their foul agendas. The typical hellfire wyrm does not limit it's actions to any one one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide it's draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns it's true identity. Hellfire wyrms retreat to secret lairs when not actively scheming.</p><p></p><p>A hellfire wyrm speaks Draconic, Infernal, and Common, as well as the languages of any nearby humanoid races.</p><p></p><p>A hellfire wyrm is roughly 80 ft. in length, with a 160 ft. wingspan, and weighs about 320 tons (640,000 pounds).</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 hellfire wyrm can’t actually see still have total concealment against the wyrm.</p><p></p><p>Breath Weapon (Su): A hellfire wyrm can breathe a 120-foot cone of infernal flame that deals 40d6 points of damage. Each creature caught in the area can attempt a Reflex save (DC 31) 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. 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 31) or be pinned, automatically taking 4d8+24 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 save DC is Constitution-based.</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>Spell-Like Abilities: At will-blasphemy, charm person, demand, desecrate, dictum, firestorm, 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 40th; save DC 19 + spell level. The save DCs are Charisma-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 tiefling or devil may be assumed.</p><p></p><p>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.</p><p></p><p>Immunities: A hellfire wyrm is immune to sleep and paralysis effects.</p><p></p><p>Infernal Aura (Su): Any creature within 30 feet of a hellfire wyrm automatically takes 10d4 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>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.</p><p></p><p>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.</p><p></p><p>Advancement: A basic hellfire wyrm is equivalently possessed of eight age categories, making each hellfire wyrm “old” in terms of draconic stature. As most may underestimate or overestimate the capabilities of a hellfire wyrm, these notations are included for the purpose of advancement. </p><p></p><p>Hellfire wyrms are true dragons, even though they are not presented in the typical linear breakdown format provided for most true dragons.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3334368, member: 40336"] [b]New Topic...Revisal of a Hellfire Wyrm[/b] [Insert Disclaimer Here] - Not done in the course of trade, not for commercial use, just for personal use, not a challenge to copyrights...blah blah blah. Can anyone fix this for me. Im looking to make it into a true dragon of extreme...near Epic/Neotic power. Kinda bout the half-way point. Ok...heres what I have so far. Hellfire Wyrm Colossal Dragon (Evil, Extraplanar, Fire, Lawful) Hit Dice: 40d12+560 (800 hp) Initiative: +8 (+8 Improved Initiative) Speed: 160 ft., burrow 80 ft., fly 480 ft. (clumsy) Armor Class: 38 (-8 size, +40 natural), touch 8, flat-footed 38 Base Attack/Grapple: +40/+84 Attack: Bite +68 melee (4d8+28) or claw +68 melee (2d8+28) Full Attack: Bite +66 melee (4d8+28), 2 claws +61 melee (2d8+14), 2 wings +61 melee (2d6+14), and 1 tail slap +61 melee (2d8+14) Space/Reach: 80 ft./60 ft. (80 ft. with bite) Special Attacks: Breath weapon, crush (8d6+42), frightful presence Special Qualities DR 20/epic, fiendish form, fire subtype, immunities, infernal aura, keen senses, SR 50, summon baatezu, virtual size categories 1 Saves Fort +36, Ref +22, Will +28 Abilities Str 66, Dex 10, Con 38, Int 20, Wis 22, Cha 22 Skills: Bluff +40, Diplomacy +40, Intimidate +40, Jump +39, Knowledge (arcana) +39, Knowledge (history) +39, Knowledge (religion) +39, Knowledge (the planes) +40, Listen +40, Search +39, Spellcraft +39, Spot +39 – Miscellaneous modifiers not included. Feats: Cleave, Dodge, Flyby Attack, Great Cleave, Hover, Improved Initiative, Multiattack, Mobility, Power Attack, Quicken Spell-Like Ability, Snatch, Spring Attack, Wingover Epic Feats: Superior Initiative Climate/Terrain: Any land and underground Organization: Solitary, pair, or clutch (3-5) Challenge Rating: ? Treasure: Double Standard Alignment: Always lawful evil Advancement: 41-63 HD (Colossal), 64-120 HD (Titanic) Level Adjustment: +? 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 wryms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to fore through their foul agendas. The typical hellfire wyrm does not limit it's actions to any one one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide it's draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns it's 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. A hellfire wyrm is roughly 80 ft. in length, with a 160 ft. wingspan, and weighs about 320 tons (640,000 pounds). 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 hellfire wyrm can’t actually see still have total concealment against the wyrm. Breath Weapon (Su): A hellfire wyrm can breathe a 120-foot cone of infernal flame that deals 40d6 points of damage. Each creature caught in the area can attempt a Reflex save (DC 31) 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. 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 31) or be pinned, automatically taking 4d8+24 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 save DC is Constitution-based. 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. Spell-Like Abilities: At will-blasphemy, charm person, demand, desecrate, dictum, firestorm, 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 40th; save DC 19 + spell level. The save DCs are Charisma-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 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 30 feet of a hellfire wyrm automatically takes 10d4 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. Advancement: A basic hellfire wyrm is equivalently possessed of eight age categories, making each hellfire wyrm “old” in terms of draconic stature. As most may underestimate or overestimate the capabilities of a hellfire wyrm, these notations are included for the purpose of advancement. Hellfire wyrms are true dragons, even though they are not presented in the typical linear breakdown format provided for most true dragons. [/QUOTE]
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