Nightmare Wyrm
A crafty serpentine creature that resembles the splendor and cunning of the Nine Dragons, a Wyrm is a massive winged snake. Many Wyrms develop innate magical abilities as they age. Notably, unlike their godly forebears, Wyrms cannot breathe fire, so they rely heavily on their magical prowess during combat and are not too proud to fly away if they feel outmatched.
Wyrms usually mature after 70-100 years, which is when they first begin manifesting magical abilities. Wyrms continue to refine their abilities as they age, and they can live to be several thousand years old.
Nightmare Wyrm
Nightmare Wyrms develop powerful psionic abilities, notably the capacity to dreamwalk and visit other creatures as they sleep. Nightmare Wyrms can give people nightmares as their name implies, but if a creature earns its favor, a Nightmare Wyrm might ward a creature from restless sleep and bestow happy, peaceful dreams upon the lucky creature instead.
Nightmare Wyrm | |||||
|---|---|---|---|---|---|
| Monster Level: 18 | |||||
| Huge (Long). Monstrosity (Psionic) | |||||
| STR | DEX | END | AWR | INT | CHA |
| 1 | 5 | -1 | 4 | 6 | 6 |
| Ref: 15 | Fort: 9 | Ant: 14 | Log: 16 | Will: 16 | |
| Armor Rating 17 | Resist Occult 5, Psionic 5 Immune Psychic | ||||
| Hit Points 150 | DR 10/Occult and Psionic | ||||
| Speed 40 ft, Fly 60 ft | Senses Truesight 60 ft | ||||
| Traits Immutable, Unerring Mind, Vigilant | |||||
| Features | |||||
| Telepath. The Nightmare Wyrm may communicate telepathically with any creature that it can see.
Psionic Invocations. Using INT, the Nightmare Wyrm can cast the following invocations each once per day. Astral Projection, Dreamspeak, Haunt, Telepathic Anchor. Psionic Spells. Using INT, the Nightmare Wyrm can cast the following spells. It has 90 SP/Rest. Charm Person, Decoy, Dominate Person, Geas, Invisibility, Modify Memory. | |||||
| Actions | |||||
The Nightmare Wyrm can take FIVE of the following actions, or take the same action five times. | |||||
| Move. The Nightmare Wyrm can move up to its speed.
Bite. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp. | |||||
OR the Nightmare Wyrm can take ONE of the following actions... | |||||
| Move. The Nightmare Wyrm can move up to its speed.
Bite. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) sharp. | |||||
...AND take the following action. | |||||
| Psion. The Nightmare Wyrm casts one of its Psionic Spells. | |||||
| Reactions | |||||
| Exploit (1/Round). The Wyrm may Exploit. | |||||