KING
Hellfire Wyrm

Hellfire Wyrm

Dragon · Crown of Wrath

T4d10Sovereign

Infernal fire serpents, hellfire wyrms burn souls, lairs in abyssal vents.

Tier 4  ·  Role Sovereign  ·  Pool Vigor 6 / Vitality 26  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor6Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense20+5d10
Heart14+2d4
Cunning18+4d8
Fate18+4d8

Passives

Passive

Fire Immunity

Immune to fire damage.

Passive

Hellfire Aura

Creatures starting their turn within 10 ft take 1 Vigor damage. Its hellfire burns even the fire-resistant.

Passive

Magic Resistance

Advantage on saves against spells.

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

Hellfire Breath

Telegraph · disrupt d6 · Body save

A 60 ft cone of soul-searing flame that ignores fire resistance. Body save (DC 17): 4 damage on a failure, 1 Vigor damage on a success.

Tactics

GM tactics

Serves infernal masters. Hunts mortal souls. Hellfire burns even creatures resistant to normal fire. Coils close so its aura scorches anyone trying to disengage, and saves its breath for a clustered line.

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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 16+ (Cunning 18).
  • 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.