Difference between revisions of "Wyrmrider: Wyrms"

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===Miscellaneous===
 
===Miscellaneous===
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*'''Speed:''' Fly 100 | Walk/Climb/Swim 75
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*'''Language:''' Wyrms speak and understand draconic. Riders all get Draconic as a free language.
 
*'''Language:''' Wyrms speak and understand draconic. Riders all get Draconic as a free language.
  

Latest revision as of 21:06, 24 June 2024

Dragons as the world once knew them are gone, and the wyrms that inherited their place are - less. Smaller than heir ancestral counterparts and wingless, wyrms fly on the updrafts of raw magic rising from the ruins of the Sprawl.

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Features[edit]

The following features apply to all PC's bonded companion wyrms.

Appearance[edit]

Wyrms are long, wingless, and covered in scales with tails twice as long as their bodies (think Chinese style dragon over European).

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Psychic Bond[edit]

Each Rider's wyrm is bonded to them, mind to mind. They may communicate over any distance. If the rider calls, the wyrm is there.

A rider always knows where their wyrm is.

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Draconic Ancestry[edit]

Every wyrm, depending on ancestry, has a breath weapon that is expelled in a 5' x 30' line: Fire, Cold, Acid, Poison, or Lightning. On a failed DEX save, creatures within that line take 5d10 damage, or half that on a successful save.

Breath Weapon is available after a short or long rest, and once used recharges on a D6a.png roll of D5b.png or D6a.png

Each Wyrm is immune to damage by the type of damage caused by its breath weapon, and its rider is resistant.

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Combat[edit]

On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).

Bite: +5 to hit; reach 5'; 2d10+2 damage.
Tail Slap: +7 to hit; range 15'; 3d10+3 damage
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest

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Miscellaneous[edit]

  • Speed: Fly 100 | Walk/Climb/Swim 75
  • Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.
  • Skills: Psychic Bond grants proficiency to the wyrm's rider's Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.
  • Saves: STR, DEX, and CON +5; CHA +3
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.

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