New Monster: Iron Wyverlisk (CR?)

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Iron Wyverlisk
Large Dragon (Extraplanar, Augmented)

Hit Dice: 18d12+50 (200 hp)

Initiative: +0

Speed: 20 ft. (4 squares), fly 60 ft. (poor – 12 squares)

Armor Class: 23 (+0 Dex, -1 Size, +9 natural, +5 barding), touch 9, flat-footed 23

Base Attack/Grapple: +18/+28

Attack: Bite +24 melee (2d8+6) or Sting +24 melee (1d6+6+poison)

Full Attack: Bite +24 melee (3d8+6), and Sting +22 melee (1d6+6+poison), and 2 wings + 21 melee (1d8+6), and 2 talons +21 melee (2d6+6)

Space/Reach: 10 ft./5 ft.

Special Attacks: Petrifying gaze, Smite good, Improved grab, Poison

Special Qualities: Darkvision 60 ft., low-light vision, Cold and Fire Resistance 10, Damage reduction 10/Magic, Immune to sleep and paralysis, Scent, Spell resistance 23

Saves: Fort +15, Ref +11, Will +11

Abilities: Str 22, Dex 10, Con 18, Int 6, Wis 11, Cha 13

Skills: Hide +18*, Listen +18, Spot +21*, Move Silently +14,

Feats: Blind-Fight, Flyby Attack, MultiattackB, Ability Focus (poison), Improved Natural Attack (bite), Weapon Focus (bite), Weapon Focus (sting)

Environment: Abyssal Deserts

Organization: Solitary, pair, or flight (3–6)

Challenge Rating: 14

Treasure: Standard

Alignment: Always neutral evil

Advancement: —

Level Adjustment: —



Leathery wings pull the armored creature’s eight clawed limbs through the air, and as it lands before you with a muffled crunch, you could almost swear that you hear the creak of metal as it slowly skitters toward you. Beneath the reptilian monstrosity’s twisted helm, glowing red eyes peer back at you, charging the air around you with magical force, and it’s lipless mouth opens to reveal silvery metallic teeth.

An iron wyverlisk is a reptilian monster that petrifies living creatures into ferrous (iron) stone with a mere gaze. Beneath it’s hellish armor, a wyverlisk usually has a dull brown body with a yellowish underbelly, covered in barbed scales. Some specimens sport a short, curved horn atop the nose, while others sport bony spines from their ridged backs. An adult wyverlisk’s body grows to about 10 feet long, not including its tail, which can reach an additional length of 5 to 10 feet, and ends in a dripping, bony stinger. The creature weighs about 900 pounds.

COMBAT

An iron wyverlisk relies on its gaze attack, biting and stinging only when opponents come within reach. Though it has six legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Bred for war in the depths of an unholy abyss, these creatures rarely abandon pursuit once it is begun. Wyverlisks feed on ferrous material or flesh, but prefer petrified prey (so that they can have both). If the wyverlisk fails to petrify a particularly tasty looking morsel initially, it will attempt to poison them, ultimately making their petrifying gaze more effective.

Petrifying Gaze (Su): Turn to ferrous stone permanently, range 30 feet; Fortitude DC 20 negates. The save DC is Charisma-based.

Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted.

Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.



Smite Good (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (18).

Improved Grab (Ex): To use this ability, a wyverlisk must hit with its bite. 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 19, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Skills: *The wyverlisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings. The Wyverlisk also has a +3 racial bonus on Spot checks.

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How does the CR look for this thing? Anybody? Anybody? Beuller?Please let me know!
 
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This is just your regularly scheduled "It's been 8 hours and no one has commented yet" bump. We now continue with our normally scheduled program.
 

I estimate 14-15 based on it being a fair bit tougher than a beholder (CR 13) thanks to its better hit points, stronger saves and fair more ferocious melee attacks.
 

Looking at the SRD, I don't think it's quite up to snuff with the CR 15 crowd. Edited my post to say CR 14 - it's definitely going to be more trouble than a CR 13 creature.
 



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