Aurumvore Wyrm
Fiend · Crown of Mammon
T5d12Sovereign
A dragon-shaped creature of minted coin-scales, diamond teeth, and burning sapphire eyes whose breath smells of hot metal and greed. Not a true dragon but something older and more mercenary -- a genius-level tactician that thinks in terms of resource allocation and profit margins.
Tier 5 · Role Sovereign · Pool Vigor 9 / Vitality 30 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 22 | +6 | d12 |
| Sense | 8 | -1 | -d3 |
| Heart | 18 | +4 | d8 |
| Cunning | 22 | +6 | d12 |
| Fate | 20 | +5 | d10 |
Passives
Coin-Scale Hide
Immune to fire damage, resistant to acid damage, and smells treasure within 1 mile.
Hoard Rest
While atop its hoard, regains 1 Vigor at the start of its turn. Scattering or fouling the gold stops this.
Maneuvers
Animate Hoard
Coins, bars, and gems hurl themselves at intruders. Each creature within 30 ft of the hoard takes 1 Vigor damage.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Molten Breath
60 ft cone of liquefied gold. Each creature in the cone makes a Body save (DC 19) or takes 5 damage; on a success, 1 Vigor damage. Anyone slain is encased in gold and added to the hoard.
Reactions
Molten Blood
When struck by a melee attack, the wyrm's liquefied-gold blood sprays the attacker, who takes 1 Vigor damage.
Tactics
GM tactics
Opens with Molten Breath to hit as many targets as possible. Uses Animate Hoard so the treasure itself fights, bogging down anyone who closes. Whoever keeps swinging gets sprayed by Molten Blood. Will genuinely negotiate if the profit calculation favors it -- every battle is an expenditure that demands a return.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 14+ (Cunning 22).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.