Venimaw Reference Sheet
Basic Information (Section 1)
Movement Speed: 50 feet, 25 feet climb speed__Size: Large__
Amongst the glittering emerald ridge scales, at the majestic and sleek crest of its skull, down onto the upper part of its brow you see the curse mark, the black brand that you have been warned of. The handprint with seven fingers, the mark of Agatha the Brinswald Witch. This majestic creature, a slave to a dark and fell curse worked by a coven of hags deep in the darkest bowels of the Brinswald Moors against its will. This is Venimaw the Emerald Scourge.
Recall Knowledge Lore (History, Local, or Arcana) Basic: 21
Recall Knowledge Lore (History, Local, or Arcana) Specific: 25
Attributes and Vitals (Section 2)
Attributes |
& Vitals |
||||
---|---|---|---|---|---|
Attribute | Score | Boost | Defense Test Modifier | Vitals |
Tracking |
Power+ | 20 | +5 | +8 | Action Bonus | +3 |
Agility+ | 24 | +7 | +10 | Initiative | +7 |
Toughness+ | 20 | +5 | +8 | Wounds | 106 |
Intellect+ | 16 | +3 | +6 | Armor Score | 24 |
Sagacity+ | 14 | +2 | +5 | Draconic Heritage | 3 |
Persona+ | 15 | +2 | +5 | Skirmish Damage Dice | 1d8 |
Base Species Traits, Talents, Attacks, and Abilities
- Draconic Heritage: This pool represents the creatures bloodline, and decides how many Emerald Spell-Forms it can just call on freely. Wyverns need no casting roll to manipulate their given type of manna, they merely just can, at least when casting the lowest tier of any spell-form. They would only roll a Spell-Weave if attempting to spend one point of their Heritage to upcast it to Tier II or 2 points to upcast it to Tier 3. These points have other uses as well. They recover only over a Regroup or a Rest.
- Draconic Protection: So long as the Wyvern has 1 point in its Draconic Heritage Pool, it recieves a +3 to its Armor Score, which is how the template here is presented.
- Awe-Inspiring Presence: When one first lays eyes on wyverns or drakes, or one would assume, a Tane, one cannot help but be awestruck. Any sapient being that lays eyes on this creature for the first time in a day must attempt a TN 20 Sagacity Defensive Test. If critically failed, they become Stunned (3). If they fail, they become Stunned (2). On a success they merely become Stunned (1). Only on a Critical Success do they overcome the awe and avoid any condition. This state only lasts 1 round/instance of the condition, it fades over time as the brain of the individual processes what they are seeing and catches up to well...reality.
- Born of Nature: Emerald Wyverns are entirely immune to the effects of any Emerald magicks (Nature), as well as the Toxic condition and Poison damage.
- Damage Resistance: They are resistant to all non-magick damage from all sources and of all types.
- Bite Attack: Uses Melee (Brawling) skill to attack with. Deals 2d10+Power Boost Piercing damage +2d6 Poison damage. Any target bitten must attempt a TN 20 Toughness Defensive Test. Critical Failure results in immediate paralysis and Toxic (3). A normal Failure merely results in Toxic (2), a normal Success Toxic (1) and a critical Success escapes with no conditions. This paralytic venom and poison damage only applies to one bite per round, the first. Weapon has Armor Penetration (2) and Reach (5 feet)
- Claw Swipe: Uses Melee (Brawling) Skill. Deals 2d8+Power Boost Slashing damage. 5 foot reach, Armor Penetration (1).
- Tail Stinger: Uses Melee (Flexible) skill. Deals 1d12+Power Boost Piercing damage and +2d6 Poison damage. Target must make a TN 20 Toughness Defensive Test. Critical failure sees target suffer Confused (3) and Toxic (3) conditions. Normal failure means Confused (2) and Toxic (2) conditions. Success means Confused (1) and Toxic (1) conditions and Critical success avoids all conditions. Once used the stinger merely deals piercing damage until the Wyvern has had a Rest for the venom dose to replenish.
- Breath Weapon: Costs 2 actions to use. The Wyvern releases a cloud of toxic fumes in a 50 foot cone. This gas is blinding, hallucingenic and toxic, and deals 6d8 poison damage. Targets in the area need to make a Toughness Defensive Test against TN 20. Critical Failure results in taking double damage and being afflicted with Blind (1), Confused (1) and Toxic (1) conditions. A normal failure sees a target take normal damage and suffer all three conditions. A success results in half damage and merely suffering the Toxic (1) condition. A critical success avoids every effect. This breath takes 1d4+2 rounds to recharge. Alternatively on its next turn the Wyvern may spend 1 point of Draconic Heritage and 1 action to automatically recharge it.
- Emerald Magicks: Emerald Wyverns are, as all draconids, capable spell-weavers in some fashion. They know five emerald spells and can call upon them as they wish at Tier 1 without needing a casting roll in normal cirumstances (so without a Dead Zone, or a Scar upon Reality effecting them). The five spells presented on this template are not gospel, merely the ones that feel most likely, feel free to switch them around to suit your needs for your campaign and situation.
- Sapience: Despite what some may think, these creatures are as sapient as they come, speaking Arcanis and Draconic fluently as masters and generally are capable in at least 1 or two languages of the region they live in. They are not evil beasts and are natural entities that can be interacted with, reasoned with and talked too in most circumstances. However they are vulnerable to manna blight and the corruption of the Void, which can see this truth turned on its head to have them become more as stories of Tanes, drakes, wyverns, and dragon kind in general would present them to be.
- Draconic Recovery: By spending 1 point of Draconic Heritage and 1 action, a Wyvern can recover 1d10+9 wounds and immediately sheds any condition that is not a scaling condition at (2) or more.
- Legendary (1) Condition: Venimaw has the Legendary (1) status.
- Witch-Mark Discharge: As a Reaction, 1/round, Agatha's will can manifest as a sudden unleashing of necrotic energy through the curse mark and out in the direction of a creature within 30 feet. This acts as if an Elemental Missile (Necrotic), dealing 3d6 Necrotic damage if it hits. This attack is rolled using Venimaw's Spell-Weaving skill
- Legendary Presence: The creature's sheer presence, reputation nad impact upon those around it reduces their ability to think clearly and perform at their best. Any creature that starts its turn within 5 feet (+5 feet for each size above medium the creature is) of the legendary individual is at a -2 to all d20 rolls. A Legendary (1) creature's presence only holds up until it has taken 25 wounds worth of damage, then it is gone until after a Rest.
- Legendary Defense (Martial): The first critical hit with a weapon attack against Venimaw simply fails to do anything, the creature seeming to not notice it at all. This is burned and does not recover without a Rest, and it is not optional to use, it is merely triggered.
- 1 Legendary Action
- Ensnaring Presence (Forests and Swamps): Venimaw gives off an aura of wild emerald magick that causes plants around him to behave strangely, to grow rapidly and in twisting knotted fashion, creating difficult terrain. However the effect fades as swiftly as he moves. Any forest or swamp terrain within 30 feet of Venimaw is counted as difficult terrain.
Skill Boosts
Athletics: +8 (+13 if climbing) (2 ranks)__, Awareness: +5 (+10 if in forests) (3 ranks, uses Persona)__, Bribery: +5 (2 ranks)__, Consume Alcohol: +5 (1 rank)__, Investigate: +6 (2 ranks)__, Intuition: +8 (4 ranks)__, Intimidation: +10 (4 ranks)__, Language (Appropriate Regional Choice): +5 (2 ranks)__, Language (Valarian): +5 (2 ranks)__, Lore (Nature): +8 (4 ranks, and uses for herbalism)__, Lore (Arcana): +6 (2 ranks)__, Lore (Occult): +3 (1 rank)__, Melee (Brawling): +15 (4 ranks)__, Melee (Flexible): +15 (4 ranks)__, Navigation (Terrestrial): +6 (2 ranks)__, Persuade: +2 (1 rank)__, Spell-Weaving (Druidic): +8 (only ever needs to roll it if environmental circumstances or if trying to upcast).__, Subterfuge: +10 (+15 when in forests) (2 ranks)__, Survival: +6 (3 ranks, uses Intellect)
Spell-Forms
Caster TN: 23
--- | --- | --- | --- | --- | Spell-Form Name | --- |
---|---|---|---|---|---|---|
Casting TN | Casting Time | Duration | Range | Target(s) | Effects | Description |
--- | --- | --- | --- | --- | Bramble Armor | --- |
14 | 1 action | Mantained (Up to 1 minute) | Self | Self | You gain +4 bonus to AS and any creature that attempts a melee attack against you takes 1d6 piercing damage. | The wyvern's body suddenly quivers and sparkling emerald vines and thorns seem to wrap and embrace its body, a covering, a woven suit of thorny brambles protecting it. |
--- | --- | --- | --- | --- | Detect Flora/Fauna | --- |
8 | 1 minute | 8 hours | 10 miles | You must target a specific species of plant or animal. | You will lock on to the specimen closest to you when you cast the spell. For the duration of the spell, you need only utilize an action to check direction and distance to the specimen, so long as you (or it if an animal) have not moved out of range of the spell's effectiveness | A moment of focus, the wyvern's head moving back and forth. You percieve no sign of anything it could see as prey, and yet the creature takes off, moving silently and at speed, like an arrow from a bow, pinpoint and confident in its direction. |
--- | --- | --- | --- | --- | Dulra's Pulse | --- |
11 | 1 action | Instant | 30 foot radius centered on Self | All creatures you deem not hostile in the area of effect. | All allies within range heal 2d8 wounds and gain Resistance to poison damage for 1 minute | As the emerald light washes over you, you feel your wounds and hurts healing, feeling nature's strength and hardiness coursing through you. |
--- | --- | --- | --- | --- | Thorn Barrage | --- |
16 | 1 action | Instant | 30 foot cone | Self extending in a direction. All creatures within the cone | All creatures within the cone must attempt a Agility Defensive Test. Should they fail, they take 2d6 piercing damage and 2d6 poison damage and gain the Toxic (1) Condition. On a successful test they take half damage and do not become afflicted with the condition. | As the great creature finishes its incantation, it snarls and exhales in your general direction. From the last sounds of its snarl form thin needle like thorns, much in the shape of rose thorns, but of gleaming emerald colors, flying forth at speed. |
--- | --- | --- | --- | --- | Venomous Entanglement | --- |
22 | 2 actions | Maintained (up to 1 minute) | 300 feet | 20 foot radius area centered on a point in range you can see. | All creatures in the target area must make an Agility Defensive Test. If they fail, they are restrained and take 3d6 piercing damage and 3d6 poison damage, as well as becoming afflicted by the Toxic (1) Condition. If they succeed, they are not restrained, and only take half damage, as well as not being afflicted with the condition. Moving through the affected area is treated as difficult terrain, and every 5 feet of movement through this terrain deals 1d6 piercing damage and 1d6 poison damage. Those whom become restrained may attempt a Power or Agility Defensive Test at the end of their turn every round to attempt to escape. | tangled vines and roots thick with spines and thorns beginning to manifest from the ground, lashing and gripping at everyone in the area. |
Advancement/Alteration Options
Though sapient, Wyverns and other dragon kind would never take profession levels. However they can learn skills, learn more magicks, and even increase their attributes and learn talents and abilities through study and effort. So feel free to alter any given Wyvern, as with any given Drake or Tane with any sort of abilities or spells or attributes, switching them from these here, adding and altering as you need. Just use caution as always, when considering EL balance.
Loot/Gear
Besides the obviously highly valuable Wyvern parts, which naturally are worth a lot of gold themselves to the right buyers, Wyverns are draconic of heritage, and the Emerald is no exception. If you were to find its lair, you would likely find some trinkets and objects worth your while. Emerald Wyverns are primal hunters, keeping trophys of vanquished foes whom they deemed worthy of challenge. So you may find perserved within the toxic yet formeldahyde like pools within such a creature's den all manner of object, pieces of anatomy, and even perhaps some treasure. Emerald Wyverns have no love for coin or most gems or precious stones but do fancy Emeralds and likely have at least one or two smaller ones. These sorts of manna gems are extremely valuable. Besides this you will likely find at least a handful of expensive mundane and minorly magickal objects, trinkets and trophies, as well as perhaps one or two objects of more notable (moderate) magickal power.
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