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'Sealed In Blood' In Character PBP Game Characters
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<blockquote data-quote="Mr. Draco" data-source="post: 809402" data-attributes="member: 521"><p>Mysliwy Plomiei</p><p></p><p>Hellfire Wyrm</p><p>Huge Dragon (Fire)</p><p>Alignment: Lawful Evil</p><p>Hit Dice: 23d12 + 322 (598)</p><p>Initiative: +8 (+3 Dex, +5 Kaupaer’s Skittish Nerves)</p><p>Speed: 60 ft., burrow 30 ft., fly 250 ft. (clumsy)</p><p>AC: 59 (+3 Dex, -2 size, +28 natural, +10 armor, +5 deflection, +5 luck)</p><p>Attacks:</p><p>Bite: +50 melee (+22 BAB, +17 Str, +5 enchantment, +6 luck)</p><p>2 Claws: +45 melee (+22 BAB, +17 Str, +5 enchantment, +6 luck, -5 second attack)</p><p>Damage:</p><p>Bite: 2d8 + 28 (+17 Str, +5 enchantment, +6 luck)</p><p>Claw: 2d6 + 19 (+8 Str, +5 enchantment, +6 luck)</p><p>Face/Reach: 10 ft. by 30 ft./10 ft.</p><p>Special Attacks: Breath weapon, crush 2d8+25, frightful presence, spell-like abilities</p><p>Special Qualities: DR 20/+5, fiendish form, fire subtype, immunities, infernal aura, keen senses SR 37, summon baatezu</p><p>Saves:</p><p>Fort: +37 (+12 HD, +1 epic, +14 Con, +5 luck, +5 resistance)</p><p>Ref: +26 (+12 HD, +1 epic, +3 Dex, +5 luck, +5 resistance)</p><p>Will: +31 (+12 HD, +1 epic, +8 Wis, +5 luck, +5 resistance)</p><p>Abilities:</p><p>Str: 44 (+17) – (16 base, +18 race, +4 tome, +6 enchantment)</p><p>Dex: 16 (+3) – (10 base, +6 enchantment)</p><p>Con: 38 (+14) – (16 base, +16 race, +6 enchantment)</p><p>Int: 26 (+8) – (14 base, +12 race)</p><p>Wis: 26 (+8) – (10 base, +16 race)</p><p>Cha: 50 (+20) – (16 base, +18 race, +5 tome, +5 levels, +6 enchantment)</p><p></p><p>Skills:</p><p></p><p>Bluff: +66 - (+26 ranks, +20 Cha, +20 circumstance)</p><p>Concentration: +40 - (+26 ranks, +14 Con)</p><p>Diplomacy: +66 - (+26 ranks, +20 Cha, +20 circumstance)</p><p>Intimidate: +66 - (+26 ranks, +20 Cha, +20 circumstance)</p><p>Jump: +43 - (+26 ranks, +17 Str)</p><p>Knowledge (Arcana): +34 - (+26 ranks, +8 Int)</p><p>Knowledge (History): +34 - (+26 ranks, +8 Int)</p><p>Knowledge (The planes): +34 - (+26 ranks, +8 Int)</p><p>Knowledge (Religion): +34 - (+26 ranks, +8 Int)</p><p>Listen: +54 - (+26 ranks, +8 Wis. +20 circumstance)</p><p>Scry: +34 - (+26 ranks, +8 Int)</p><p>Sense Motive: +54 - (+26 ranks, +8 Wis, +20 circumstance)</p><p>Spot: +54 - (+26 ranks, +8 Wis, +20 circumstance)</p><p>Search: +34 - (+26 ranks, +8 Int)</p><p></p><p>Feats: Quicken Spell-Like Ability (2/day/ability), Empower Spell-Like Ability (2/day/ability), Flyby Attack, Snatch, Hover, Power Attack, Retain Spell-Like Abilities</p><p>Epic Feats: Penetrate Damage Resistance</p><p></p><p>Breath Weapon (Su): A hellfire wyrm can breathe a 50-foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC: 35 – {10 +.5 * 23 + 14}) 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.</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: 35 {– 10 +.5 * 23 + 14}) or be pinned, automatically taking 2d8+25 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +47). While pinned, the opponent takes crush damage each round.</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: 41). 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</p><p></p><p>Spell-Like Abilities: Constant- true seeing (divine version). At will- blasphemy, charm person, demand, desecrate, dictum, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, unholy aura, unhallow, wall of fire. 3/day- fire storm, greater dispelling. Caster level 27th (20 + 3 tatoos + 4 pseudo-feats); save DC: 30 + spell level.</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 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage pr 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 qyrm 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>Equipment:</p><p></p><p>Tome of Charisma +5 – 137,500</p><p></p><p>Tome of Strength +4 – 110,000</p><p></p><p>Mantle of Power – 252,000</p><p>+6 Str, Dex, Con, and Cha.</p><p></p><p>Ring of Cold Immunity – 240,000</p><p></p><p>Amulet of Hellish Might – 1,228,500</p><p>+5 luck bonus to saves</p><p>+5 resistance bonus to saves</p><p>+10 armor bonus</p><p>+5 deflection bonus to AC</p><p>+5 luck bonus to AC</p><p>+20 circumstance bonus (bluff, diplomacy, intimidate, listen, sense motive, spot)</p><p>Ethereal Jaunt on Command</p><p>On command, this amulet enables the wearer to act as though hasted for up to 50 rounds each day. The duration of the haste need not be consecutive rounds.</p><p>Its magic only functions for characters of Lawful Evil alignment. (Gift from Lady Fierna of Phlegethos for service in the Blood War)</p><p></p><p>+5 Headband of Natural Weapons (3) – 151,800</p><p></p><p>Ring of Magical Prowess – 248,600</p><p>Greater Magic Tatoo – 3/day</p><p>Wearer acts as if he had the feats spell penetration and greater spell penetration</p><p>Acts as a ring of sustenance</p><p></p><p>Bracers of Mastery – 39,600</p><p>Use activated Kaupaer’s Skittish Nerves</p><p>Use activated Divine Favor (caster level: 18)</p><p></p><p>Rod of Mindblank - 86,400</p><p>Mindblank 2/day</p><p></p><p>5,600 gp</p></blockquote><p></p>
[QUOTE="Mr. Draco, post: 809402, member: 521"] Mysliwy Plomiei Hellfire Wyrm Huge Dragon (Fire) Alignment: Lawful Evil Hit Dice: 23d12 + 322 (598) Initiative: +8 (+3 Dex, +5 Kaupaer’s Skittish Nerves) Speed: 60 ft., burrow 30 ft., fly 250 ft. (clumsy) AC: 59 (+3 Dex, -2 size, +28 natural, +10 armor, +5 deflection, +5 luck) Attacks: Bite: +50 melee (+22 BAB, +17 Str, +5 enchantment, +6 luck) 2 Claws: +45 melee (+22 BAB, +17 Str, +5 enchantment, +6 luck, -5 second attack) Damage: Bite: 2d8 + 28 (+17 Str, +5 enchantment, +6 luck) Claw: 2d6 + 19 (+8 Str, +5 enchantment, +6 luck) Face/Reach: 10 ft. by 30 ft./10 ft. Special Attacks: Breath weapon, crush 2d8+25, frightful presence, spell-like abilities Special Qualities: DR 20/+5, fiendish form, fire subtype, immunities, infernal aura, keen senses SR 37, summon baatezu Saves: Fort: +37 (+12 HD, +1 epic, +14 Con, +5 luck, +5 resistance) Ref: +26 (+12 HD, +1 epic, +3 Dex, +5 luck, +5 resistance) Will: +31 (+12 HD, +1 epic, +8 Wis, +5 luck, +5 resistance) Abilities: Str: 44 (+17) – (16 base, +18 race, +4 tome, +6 enchantment) Dex: 16 (+3) – (10 base, +6 enchantment) Con: 38 (+14) – (16 base, +16 race, +6 enchantment) Int: 26 (+8) – (14 base, +12 race) Wis: 26 (+8) – (10 base, +16 race) Cha: 50 (+20) – (16 base, +18 race, +5 tome, +5 levels, +6 enchantment) Skills: Bluff: +66 - (+26 ranks, +20 Cha, +20 circumstance) Concentration: +40 - (+26 ranks, +14 Con) Diplomacy: +66 - (+26 ranks, +20 Cha, +20 circumstance) Intimidate: +66 - (+26 ranks, +20 Cha, +20 circumstance) Jump: +43 - (+26 ranks, +17 Str) Knowledge (Arcana): +34 - (+26 ranks, +8 Int) Knowledge (History): +34 - (+26 ranks, +8 Int) Knowledge (The planes): +34 - (+26 ranks, +8 Int) Knowledge (Religion): +34 - (+26 ranks, +8 Int) Listen: +54 - (+26 ranks, +8 Wis. +20 circumstance) Scry: +34 - (+26 ranks, +8 Int) Sense Motive: +54 - (+26 ranks, +8 Wis, +20 circumstance) Spot: +54 - (+26 ranks, +8 Wis, +20 circumstance) Search: +34 - (+26 ranks, +8 Int) Feats: Quicken Spell-Like Ability (2/day/ability), Empower Spell-Like Ability (2/day/ability), Flyby Attack, Snatch, Hover, Power Attack, Retain Spell-Like Abilities Epic Feats: Penetrate Damage Resistance Breath Weapon (Su): A hellfire wyrm can breathe a 50-foot cone of infernal flame that deals 14d10 points of damage. Each creature caught in the area can attempt a Reflex save (DC: 35 – {10 +.5 * 23 + 14}) 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. 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: 35 {– 10 +.5 * 23 + 14}) or be pinned, automatically taking 2d8+25 points of bludgeoning damage. Thereafter, if the wyrm chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +47). While pinned, the opponent takes crush damage each round. 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: 41). 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 Spell-Like Abilities: Constant- true seeing (divine version). At will- blasphemy, charm person, demand, desecrate, dictum, hold person, improved invisibility, misdirection, pyrotechnics, sending, suggestion, teleport without error, unholy aura, unhallow, wall of fire. 3/day- fire storm, greater dispelling. Caster level 27th (20 + 3 tatoos + 4 pseudo-feats); save DC: 30 + spell level. 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 5 feet of a hellfire wyrm automatically takes 5d4 points of fire damage pr 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 qyrm 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. Equipment: Tome of Charisma +5 – 137,500 Tome of Strength +4 – 110,000 Mantle of Power – 252,000 +6 Str, Dex, Con, and Cha. Ring of Cold Immunity – 240,000 Amulet of Hellish Might – 1,228,500 +5 luck bonus to saves +5 resistance bonus to saves +10 armor bonus +5 deflection bonus to AC +5 luck bonus to AC +20 circumstance bonus (bluff, diplomacy, intimidate, listen, sense motive, spot) Ethereal Jaunt on Command On command, this amulet enables the wearer to act as though hasted for up to 50 rounds each day. The duration of the haste need not be consecutive rounds. Its magic only functions for characters of Lawful Evil alignment. (Gift from Lady Fierna of Phlegethos for service in the Blood War) +5 Headband of Natural Weapons (3) – 151,800 Ring of Magical Prowess – 248,600 Greater Magic Tatoo – 3/day Wearer acts as if he had the feats spell penetration and greater spell penetration Acts as a ring of sustenance Bracers of Mastery – 39,600 Use activated Kaupaer’s Skittish Nerves Use activated Divine Favor (caster level: 18) Rod of Mindblank - 86,400 Mindblank 2/day 5,600 gp [/QUOTE]
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