1) The Rock Wyrm is a level 7 solo soldier magical beast that resembles a dragon. It has 296 hit points and regenerates 3 hit points per turn.
2) Its attacks include a bite, tail slap, wing buffet, and claws that deal physical damage. It can also use a pounce maneuver to attack with two attacks.
3) When bloodied, it enters a bloody rage, attacking all creatures around it and then leaping 10 squares into the air to ready a renewed pounce on its next turn. It can also use a stunning ray and alter its appearance through chameleon abilities.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online from Scribd
1) The Rock Wyrm is a level 7 solo soldier magical beast that resembles a dragon. It has 296 hit points and regenerates 3 hit points per turn.
2) Its attacks include a bite, tail slap, wing buffet, and claws that deal physical damage. It can also use a pounce maneuver to attack with two attacks.
3) When bloodied, it enters a bloody rage, attacking all creatures around it and then leaping 10 squares into the air to ready a renewed pounce on its next turn. It can also use a stunning ray and alter its appearance through chameleon abilities.
1) The Rock Wyrm is a level 7 solo soldier magical beast that resembles a dragon. It has 296 hit points and regenerates 3 hit points per turn.
2) Its attacks include a bite, tail slap, wing buffet, and claws that deal physical damage. It can also use a pounce maneuver to attack with two attacks.
3) When bloodied, it enters a bloody rage, attacking all creatures around it and then leaping 10 squares into the air to ready a renewed pounce on its next turn. It can also use a stunning ray and alter its appearance through chameleon abilities.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online from Scribd
1) The Rock Wyrm is a level 7 solo soldier magical beast that resembles a dragon. It has 296 hit points and regenerates 3 hit points per turn.
2) Its attacks include a bite, tail slap, wing buffet, and claws that deal physical damage. It can also use a pounce maneuver to attack with two attacks.
3) When bloodied, it enters a bloody rage, attacking all creatures around it and then leaping 10 squares into the air to ready a renewed pounce on its next turn. It can also use a stunning ray and alter its appearance through chameleon abilities.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online from Scribd
Large natural magical beast (dragon, cold) XP 1,500
Initiative: +7 Senses: Perception +10 HP: 296 Bloodied: 148 Regeneration 3 (The Rock Wyrm ceases to regenerate once it reaches 0 Hit Points) AC 25; Fort 26; Ref 23; Will 21 Resist: 10 Cold Vulnerable: Fire damage 10 Saving Throws: +5 Speed: 6, fly (clumsy) 10, overland flight 12 Action Points: 2 Bite (standard; at-will) +14 vs. AC; 2d6+5 damage; a Rock Wyrm scores a critical hit on a 19 or 20 Tail Slap (standard; at-will) Reach; +14 vs. AC; 1d8+7 damage and the target hit must save or be knocked prone Wing Buffet (standard; at-will) Reach; +12 vs. reflex; 1d6+2 damage and the dragon has combat advantage against the target until the end of it’s next turn Claws (standard; at-will) Two attacks; +14 vs. AC; 1d8+5 damage Pounce (standard; encounter (recharges when bloodied)) +12 vs. AC; the Rock Wyrm can either use a standard action to move its land speed or fly at its target. It can then use a combination of any two of its attack forms (bite and tail slap, bite and claws, claws and wing buffet) at +12 vs. AC forcing a save to remain standing if one hit is scored; The Rock Wyrm must land once it attacks. Bloody Rage (When first bloodied; encounter) Upon being bloodied, the Rock Wyrm will attack everything around it within 2 squares once with localized attacks (i.e. targets near its head get clawed and bit, those on the sides get buffeted, those near the tail get swept). After its attacks, it springs 10 squares up into the air, readying itself for a renewed POUNCE on its next turn. Stunning Ray (standard; 5,6) Range 15; +12 vs. reflex; Target is stunned (save ends) Chameleon (minor; at-will) Rock Wyrms can alter the color, reflectiveness and apparent texture of their hides gaining a +4 to their stealth skill checks (+8 if in rocky terrain). It can’t use this power while grabbing a creature, or while grabbed. Mimic Rock Wyrms are amazing mimics and can remember and perfectly imitate almost any conversation they have heard. This adds +5 to their Bluff check when attempting to deceive victims with their mimicry. Athletics: +13 Bluff: +9 Stealth: +10 Thievery: +10 Str: 20 (+8) Dex: 14 (+5) Wis: 14 (+5) Con: 17 (+6) Int: 12 (+4) Cha: 11 (+3)