KING
Aurumvore Wyrm

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

AC1415 base - 1 Sense
Vigor9Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+9d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit14+Cunning 22
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind22+6d12
Sense8-1-d3
Heart18+4d8
Cunning22+6d12
Fate20+5d10

Passives

Passive

Coin-Scale Hide

Immune to fire damage, resistant to acid damage, and smells treasure within 1 mile.

Passive

Hoard Rest

While atop its hoard, regains 1 Vigor at the start of its turn. Scattering or fouling the gold stops this.

Maneuvers

Maneuver

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.

Declaration

Molten Breath

Telegraph · disrupt d6 · Body save

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

Reaction

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.