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Monsters of Chult (now with the great taste of linnorm!)
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<blockquote data-quote="demiurge1138" data-source="post: 718772" data-attributes="member: 7451"><p>Another strong shower on the polls was this vermin. Hopefully, I'll have more up tomorrow.</p><p></p><p>Wyvernfly</p><p>Tiny Vermin</p><p>Hit Dice: 1d8+1 (5hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 5ft, fly 20ft</p><p>AC: 14 (+2 size, +2 Dex)</p><p>Attacks: Sting +2 melee</p><p>Damage: 1-3 plus poison</p><p>Face/Reach: 2.5ft by2.5ft/0ft</p><p>Special Attacks: Poison</p><p>Special Qualities: Vermin</p><p>Saves: Fort +3, Ref +2, Will +0</p><p>Abilities: Str 4, Dex 15, Con 12, Int -, Wis 10, Cha 2</p><p>Skills: Intuit Direction +2, Spot +4, Wilderness Lore +4</p><p>Feats: Weapon Finesse (sting)</p><p>Climate/Terrain: Warm forest, swamp and plains</p><p>Organization: Solitary, pair or swarm (4-20)</p><p>CR: ¼</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 2-3 HD (Tiny)</p><p></p><p>Whereas most insects of the marshes are merely irritating, the wyvernfly can be truly deadly.</p><p></p><p>A wyvernfly resembles a large dragonfly in most respects. They have two pairs of iridescent wings, about 2 feet in diameter. The body is long and covered in glimmering chitin, usually a bright red. The most predominant feature of the wyvernfly, however, is its oversized tail stinger, much like that of a monstrous scorpion.</p><p></p><p>Combat</p><p>Wyvernflies are usually non-confrontational, but if disrupted or hungry, they will attack with their oversized stingers, flitting into and out of range of their foes and stinging. Once the prey falls paralyzed, the wyvernflies descend to feed.</p><p></p><p>Poison (Ex): The poison of the wyvernfly causes numbness and tremors, eventually leading to spastic twitching before paralysis sets in. Sting, DC 11 (Fort negates), 1d4 Dex/1d6 Dex.</p><p></p><p>Vermin Traits: Immune to mind-influencing effects.</p><p></p><p>In the Realms</p><p>Wyvernflies are common around the Lake of Steam, where they lay their eggs, especially in the waters surrounding the island of Olodel. Rumors spread by traveling adventurers claim that someone, or something, is enticing them there to deter intruders. </p><p></p><p>Should I keep posting the "In the Realms" bits? I think they're helpful and useful for adventure ideas, but does anyone disagree?</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 718772, member: 7451"] Another strong shower on the polls was this vermin. Hopefully, I'll have more up tomorrow. Wyvernfly Tiny Vermin Hit Dice: 1d8+1 (5hp) Initiative: +2 (Dex) Speed: 5ft, fly 20ft AC: 14 (+2 size, +2 Dex) Attacks: Sting +2 melee Damage: 1-3 plus poison Face/Reach: 2.5ft by2.5ft/0ft Special Attacks: Poison Special Qualities: Vermin Saves: Fort +3, Ref +2, Will +0 Abilities: Str 4, Dex 15, Con 12, Int -, Wis 10, Cha 2 Skills: Intuit Direction +2, Spot +4, Wilderness Lore +4 Feats: Weapon Finesse (sting) Climate/Terrain: Warm forest, swamp and plains Organization: Solitary, pair or swarm (4-20) CR: ¼ Treasure: None Alignment: Always neutral Advancement: 2-3 HD (Tiny) Whereas most insects of the marshes are merely irritating, the wyvernfly can be truly deadly. A wyvernfly resembles a large dragonfly in most respects. They have two pairs of iridescent wings, about 2 feet in diameter. The body is long and covered in glimmering chitin, usually a bright red. The most predominant feature of the wyvernfly, however, is its oversized tail stinger, much like that of a monstrous scorpion. Combat Wyvernflies are usually non-confrontational, but if disrupted or hungry, they will attack with their oversized stingers, flitting into and out of range of their foes and stinging. Once the prey falls paralyzed, the wyvernflies descend to feed. Poison (Ex): The poison of the wyvernfly causes numbness and tremors, eventually leading to spastic twitching before paralysis sets in. Sting, DC 11 (Fort negates), 1d4 Dex/1d6 Dex. Vermin Traits: Immune to mind-influencing effects. In the Realms Wyvernflies are common around the Lake of Steam, where they lay their eggs, especially in the waters surrounding the island of Olodel. Rumors spread by traveling adventurers claim that someone, or something, is enticing them there to deter intruders. Should I keep posting the "In the Realms" bits? I think they're helpful and useful for adventure ideas, but does anyone disagree? [/QUOTE]
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