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[VOTE!] The What Is It? Contest 6
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<blockquote data-quote="Mark Chance" data-source="post: 5643796" data-attributes="member: 2795"><p><strong>Theo R Cwithin's Wyvermurg</strong></p><p></p><p><strong>Wyvermurg</strong> (or iaiaglawa or "hagpole")</p><p><em>The mottled olive skin of this loathesome salamander-like creature glistens in the dim swamplight as it slithers along the marshy ground dragging its clawed wings. Beneath heavy lids, its lightless black eyes watch you with malevolent intensity.</em></p><p></p><p>-----------------------------------------</p><p><strong>WYVERMURG</strong> (CR 6)</p><p>-----------------------------------------</p><p><strong>XP</strong> 2,400 </p><p>CE Medium outsider (native) </p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 60 ft., detect good/law; Perception +8</p><p>-----------------------------------------</p><p> DEFENSE</p><p>-----------------------------------------</p><p><strong>AC</strong> 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +4 natural) </p><p><strong>hp</strong> 68 (8d10+24) </p><p><strong>Fort</strong> +9, <strong>Ref</strong> +7, <strong>Will</strong> +9</p><p>-----------------------------------------</p><p> OFFENSE</p><p>-----------------------------------------</p><p><strong>Speed</strong> 20 ft., fly 50 ft. (average), swim 30ft.</p><p><strong> Melee</strong> bite +9 (1d6+1 plus poison), tail claw +9 (1d4+1) </p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. </p><p><strong>Special Attacks</strong> <em>Mucilaginous spittle</em> </p><p><strong>Spell-Like Abilities </strong></p><p>Constant— detect good (CL 6th), detect law (CL 6th) </p><p>At will— alter self (CL 12th)</p><p>3/day— dimension door (CL12th, self only)</p><p> <strong>Spells Known</strong> (CL 6th) </p><p>3rd (3/day)— summon monster III </p><p>2nd (5/day)— acid arrow, silence </p><p>1st (6/day)— mage armor, obscuring mist, protection from law, true strike </p><p>0th (at will)— acid splash, bleed, daze, ghost sound, read magic, resistance, touch of fatigue</p><p>-----------------------------------------</p><p> STATISTICS</p><p>-----------------------------------------</p><p><strong>Str</strong> 12, <strong>Dex</strong> 18, <strong>Con</strong> 16, <strong>Int</strong> 13, <strong>Wis</strong> 15, <strong>Cha</strong> 17 </p><p><strong>Base Atk</strong> +8; <strong>CMB</strong> +9; <strong>CMD</strong> 13 (can't be tripped) </p><p><strong>Feats</strong> Alertness, Dodge, Eschew Materials(B), Improved Initiative, Lightning Reflexes </p><p><strong>Skills</strong> Acrobatics +8, Bluff +11, Diplomacy +6, Fly +12, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +8, Sense Motive +8, Spellcraft +9, Survival +6, Use Magic Device +11 </p><p><strong>Languages</strong> Abyssal, Common, Draconic; telepathy 60 ft.</p><p>-----------------------------------------</p><p> SPECIAL ABILITIES</p><p>-----------------------------------------</p><p><strong>Spells</strong></p><p>A wyvermurg casts spells as a 6th-level sorcerer.</p><p><strong> Poison (Ex)</strong></p><p>Injury—bite; save Fortitude DC 14; frequency 1/minute for 10 minutes; effect 1d4 Dex; cure 2 consecutive saves. The DC is Constitution-based.</p><p><strong> Mucilaginous spittle (Ex)</strong></p><p>As a standard attack, a wyvermurg in its natural form can spit a gob of sticky mucus up to 30ft that hampers a target's movement. The wyvermurg makes a ranged touch attach against a large or smaller creature in range; on a successful hit, that creature is entangled for 1d4 rounds. The target creature may spend a full round action to free itself from the mucilaginous spittle by rinsing off with a flask of acid, holy water or strong alcohol. This mucilaginous spittle ability also functions underwater, but the range is reduced to 5ft. A wyvermurg is immune to the effects of any wyvermurg's mucilaginous spittle.</p><p>-----------------------------------------</p><p> ECOLOGY</p><p>-----------------------------------------</p><p><strong>Environment</strong> warm swamps </p><p><strong>Organization</strong> solitary, pair, or coven (3–6)</p><p><strong> Treasure</strong> standard</p><p></p><p></p><p>Wyvermurgs are malignant, hateful beings that usually live deep in miserable swamps, scorned by even the demented abyssal things that spawned them long ago and set them loose upon the World. They prefer to reside in immortal solitude, but on occasion will seek out lesser weak-willed humanoids to help it wreak havoc on the on the mortal world. Such a wyvermurg might see fit to insinuate itself into a primitive tribe disguised as an influential shaman, or even maintain its normal monstrous form to take on the role of a dark godling. On very rare occasions and for inscrutable reasons, a handful of wyvermurgs might convene for a short time in order to work a cooperative dark ritual of a power greater than they could manage individually.</p><p></p><p>An wyvermurg resembles a sickly greenish frog-faced salamander about 8 feet in length, with black bat-like wings and a split tail ending in a claw. A dripping purplish-grey tongue lolls out of its fanged mouth, and its coal-black eyes reflect no light; even when disguised as a humanoid, its tongue seems a bit too big, and its eyes a bit too black. In its natural form, the creature can snap its venomous jaws and swipe with its tail equally well whether crawling, flying or swimming; but it generally prefers to hang back and attack foes with its spells from a superior position. A wyvermurg is not normally brave, and, if possible, will remorselessly command its lessers to fight in its defense. If a battle turns against it, a wyvermurg will normally fly or dimension door to safety.</p><p></p><p>As native outsiders, wyvermurgs must breath, eat and sleep. Solitary ones hunt small animals for sustenance, but will gleefully tear apart a lone traveller if the opportunity arises. A wyvermurg that has deceived a tribe or built a cult will happily and gluttonouslly consume whatever foul offerings are laid before it: live animals, slaves, children, even humanoid carrion.</p><p></p><p> <strong>HOOKS</strong></p><p></p><p><em><strong>The Crystal Egg</strong></em> - An emissary of a peaceful tribe asks the PCs to locate and retrieve a cherished crystal egg, a relic of their winged serpent god. The Egg has been taken by a clan of swamp orcs whose chieftain is under the sway of their own witch-doctor, a disguised wyvermurg that wants to corrupt the Egg it into a wyvermurg youngling of its own. Can the PCs retrieve the Egg before any harm comes to it?</p><p></p><p><em><strong>Plague of the Hagpoles</strong></em> - Upon defeating a vicious swamp hag (a wyvermurg), the PCs learn that it had been summoned to appear at an unknown location during the next new moon, in just a fortnight's time. This meeting is actually a conclave of wyvermurgs, compelled by the most powerful of their species to help with a ritual: to infect a wandering healing cleric with a highly contagious disease by subjecting him to a summoned plague demon or other magical contagion. Can the PCs locate and disrupt the gathering coven before an epidemic is unleashed?</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5643796, member: 2795"] [b]Theo R Cwithin's Wyvermurg[/b] [B]Wyvermurg[/B] (or iaiaglawa or "hagpole") [I]The mottled olive skin of this loathesome salamander-like creature glistens in the dim swamplight as it slithers along the marshy ground dragging its clawed wings. Beneath heavy lids, its lightless black eyes watch you with malevolent intensity.[/I] ----------------------------------------- [B]WYVERMURG[/B] (CR 6) ----------------------------------------- [B]XP[/B] 2,400 CE Medium outsider (native) [B]Init[/B] +8; [B]Senses[/B] darkvision 60 ft., detect good/law; Perception +8 ----------------------------------------- DEFENSE ----------------------------------------- [B]AC[/B] 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +4 natural) [B]hp[/B] 68 (8d10+24) [B]Fort[/B] +9, [B]Ref[/B] +7, [B]Will[/B] +9 ----------------------------------------- OFFENSE ----------------------------------------- [B]Speed[/B] 20 ft., fly 50 ft. (average), swim 30ft. [B] Melee[/B] bite +9 (1d6+1 plus poison), tail claw +9 (1d4+1) [B]Space[/B] 5 ft.; [B]Reach[/B] 5 ft. [B]Special Attacks[/B] [I]Mucilaginous spittle[/I] [B]Spell-Like Abilities [/B] Constant— detect good (CL 6th), detect law (CL 6th) At will— alter self (CL 12th) 3/day— dimension door (CL12th, self only) [B]Spells Known[/B] (CL 6th) 3rd (3/day)— summon monster III 2nd (5/day)— acid arrow, silence 1st (6/day)— mage armor, obscuring mist, protection from law, true strike 0th (at will)— acid splash, bleed, daze, ghost sound, read magic, resistance, touch of fatigue ----------------------------------------- STATISTICS ----------------------------------------- [B]Str[/B] 12, [B]Dex[/B] 18, [B]Con[/B] 16, [B]Int[/B] 13, [B]Wis[/B] 15, [B]Cha[/B] 17 [B]Base Atk[/B] +8; [B]CMB[/B] +9; [B]CMD[/B] 13 (can't be tripped) [B]Feats[/B] Alertness, Dodge, Eschew Materials(B), Improved Initiative, Lightning Reflexes [B]Skills[/B] Acrobatics +8, Bluff +11, Diplomacy +6, Fly +12, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +8, Sense Motive +8, Spellcraft +9, Survival +6, Use Magic Device +11 [B]Languages[/B] Abyssal, Common, Draconic; telepathy 60 ft. ----------------------------------------- SPECIAL ABILITIES ----------------------------------------- [B]Spells[/B] A wyvermurg casts spells as a 6th-level sorcerer. [B] Poison (Ex)[/B] Injury—bite; save Fortitude DC 14; frequency 1/minute for 10 minutes; effect 1d4 Dex; cure 2 consecutive saves. The DC is Constitution-based. [B] Mucilaginous spittle (Ex)[/B] As a standard attack, a wyvermurg in its natural form can spit a gob of sticky mucus up to 30ft that hampers a target's movement. The wyvermurg makes a ranged touch attach against a large or smaller creature in range; on a successful hit, that creature is entangled for 1d4 rounds. The target creature may spend a full round action to free itself from the mucilaginous spittle by rinsing off with a flask of acid, holy water or strong alcohol. This mucilaginous spittle ability also functions underwater, but the range is reduced to 5ft. A wyvermurg is immune to the effects of any wyvermurg's mucilaginous spittle. ----------------------------------------- ECOLOGY ----------------------------------------- [B]Environment[/B] warm swamps [B]Organization[/B] solitary, pair, or coven (3–6) [B] Treasure[/B] standard Wyvermurgs are malignant, hateful beings that usually live deep in miserable swamps, scorned by even the demented abyssal things that spawned them long ago and set them loose upon the World. They prefer to reside in immortal solitude, but on occasion will seek out lesser weak-willed humanoids to help it wreak havoc on the on the mortal world. Such a wyvermurg might see fit to insinuate itself into a primitive tribe disguised as an influential shaman, or even maintain its normal monstrous form to take on the role of a dark godling. On very rare occasions and for inscrutable reasons, a handful of wyvermurgs might convene for a short time in order to work a cooperative dark ritual of a power greater than they could manage individually. An wyvermurg resembles a sickly greenish frog-faced salamander about 8 feet in length, with black bat-like wings and a split tail ending in a claw. A dripping purplish-grey tongue lolls out of its fanged mouth, and its coal-black eyes reflect no light; even when disguised as a humanoid, its tongue seems a bit too big, and its eyes a bit too black. In its natural form, the creature can snap its venomous jaws and swipe with its tail equally well whether crawling, flying or swimming; but it generally prefers to hang back and attack foes with its spells from a superior position. A wyvermurg is not normally brave, and, if possible, will remorselessly command its lessers to fight in its defense. If a battle turns against it, a wyvermurg will normally fly or dimension door to safety. As native outsiders, wyvermurgs must breath, eat and sleep. Solitary ones hunt small animals for sustenance, but will gleefully tear apart a lone traveller if the opportunity arises. A wyvermurg that has deceived a tribe or built a cult will happily and gluttonouslly consume whatever foul offerings are laid before it: live animals, slaves, children, even humanoid carrion. [B]HOOKS[/B] [I][B]The Crystal Egg[/B][/I] - An emissary of a peaceful tribe asks the PCs to locate and retrieve a cherished crystal egg, a relic of their winged serpent god. The Egg has been taken by a clan of swamp orcs whose chieftain is under the sway of their own witch-doctor, a disguised wyvermurg that wants to corrupt the Egg it into a wyvermurg youngling of its own. Can the PCs retrieve the Egg before any harm comes to it? [I][B]Plague of the Hagpoles[/B][/I] - Upon defeating a vicious swamp hag (a wyvermurg), the PCs learn that it had been summoned to appear at an unknown location during the next new moon, in just a fortnight's time. This meeting is actually a conclave of wyvermurgs, compelled by the most powerful of their species to help with a ritual: to infect a wandering healing cleric with a highly contagious disease by subjecting him to a summoned plague demon or other magical contagion. Can the PCs locate and disrupt the gathering coven before an epidemic is unleashed? [/QUOTE]
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