Monsters

For Pathfinder

See Also

The Undead
Outsiders

WYRMKIN

Wyrmkin Great Wyrmkin
Medium Monstrous Humanoid (Reptilian) Large Monstrous Humanoid (Reptilian)
Hit Dice: 4d8+4 (22 hp) 9d8+27 (68 hp)
Initiative: +1 (Dex) +0
Speed: 30' (6 squares), Fly 30' (clumsy) 30' (6 squares), Fly 20' (clumsy)
Armor Class: 15 (+4 natural, +1 Dex), touch 11, flat-footed 14 21 (-1 size, +9 natural, +3 studded), touch 9, flat-footed 21
Base Attack/Grapple: +4/+6 +9/+18
Attack: Claw +6 melee (1d4+1) or longspear +6 melee (1d8+3) or shortbow +5 ranged (1d6) Bite +13/+8 melee (1d8+5) or greatsword +13/+8 melee (2d8+7)
Full Attack: Claw +6 melee (1d4+1) or longspear +6 melee (1d8+3) or shortbow +5 ranged (1d6) Bite +13/+8 melee (1d8+5) and 2 claws +11/+6 melee (1d6+2), or greatsword +13/+8 melee (2d8+7) and bite (+8) melee (1d8+5)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Rake Rake
Special Qualities: Darkvision 60 ft., low-light vision Darkvision 60 ft., low-light vision
Saves: Fort +4, Ref +5, Will +4 Fort +8, Ref +6, Will +6
Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 13 Str 20, Dex 11, Con 17, Int 7, Wis 10, Cha 12
Skills: Climb +6, Hide +5, Listen +3, Spot +3 Climb +8, Intimidate +8†, Listen +3, Spot +3
Feats: Flyby Attack, Great Fortitude MultiAttack, Power Attack, Cleave, Great Cleave
Environment: Any land and underground Any land and underground
Organization: Solitary, patrol (2-5) or clan (6-40) Solitary, family (2-6) or clan (7-25)
Challenge Rating: 2 5
Treasure: Normal Normal
Alignment: Often chaotic evil Often chaotic evil
Advancement: By class By class
Level Adjustment: +5 +10

Wyrmkin are degenerate dragonkin. They live in scattered, rather primitive clans with no cohesive social structure, generally ruled by the most able sorcerer or the strongest warrior. Greater and Lesser Wyrmkin sometimes work together, but the relationship is seldom close. Wyrmkin are sometimes used as warriors by other reptilian races, but they lack strategic sense and make poor troops.

LESSER WYRMKIM

The lesser type stand some 5-6' high and can't fly well. They have a natural affinity to magic and can detect its presence at will.
Some wear armour, though this is usually quite light (leather = AC 17) to allow flight and use of a long spear. On the ground, they might use chainmail, shield and scimitar (AC 22, +6 melee 1d6+2).
Wyrmkin speak Draconic, and most speak Common.

COMBAT

Lesser wyrmkin favour attacking from the air using bows and long spears to stay out of reach. If possible, they will attack from ambush, dropping nets to trap their opponents on the ground.
Rake (Ex): Wyrmkin can make two additional attacks with their rear claws (+6 melee) for 1d4+1 damage when attacking from the air.
Spell-Like Abilities: At will-detect magic (range 10 ft.) Caster level 4th.

LESSER WYRMKIN AS CHARACTERS

Lesser Wyrmkin characters possess the following racial traits.

GREATER WYRMKIM

These stand over 10' high and are even more draconic in appearance than dragonkin. They have lost the ability to detect magic, and most can do little better than a clumsy glide in the air. Greater wyrmkin have a limited intellect and are often used by their smaller brethren as mercenaries and shock troops.

COMBAT

Unable to fly far or fast, Greater Wyrmkin prefer to fight on the ground, and often wear heavier armour (for example, chainmail for AC 23), though they disdain shields as unnecessary.
Rake (Ex): Greater Wyrmkin can make two extra attacks with their rear claws (+12 melee) for 1d6+2 damage when attacking from the air. It usually requires landing on the target, as the wyrmkin is a poor flier.

GREATER WYRMKIN AS CHARACTERS

Greater Wyrmkin characters possess the following racial traits.

WYVERNET

Wyvernet
Small Dragon
Hit Dice: 4d12+8 (34)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares), Fly 20 ft. (4 squares) (Clumsy)
Armor Class: 17 (+1 size, +5 natural, +1 Dex), touch 12, flat-footed 16
Base Attack/Grapple: +4/+2
Attack: Bite +7 melee (1d6+1)
Full Attack: Bite +7 melee (1d6+1), 2 claws +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, breath weapon
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 14, Int 6, Wis 12, Cha 10
Skills: Hide +12*, Climb+10*, Move Silently +8, Spot +6, Listen +6
Feats: Multiattack, Flyby Attack
Environment: Any land and underground
Organization: Solitary, pair or nest (3-12)
Challenge Rating: 3
Treasure: Normal
Alignment: Usually neutral or evil
Advancement: 5-7 HD (Small); 8-12 HD (Medium)
Level Adjustment: -

A wyvernet is a small bipedal dragon with stumpy wings and very bad breath. Its dull green-grey colouration aids its camouflage. The creature weighs about 100 pounds.

COMBAT

A wyvernet normally attacks from ambush by leaping onto its victim, flapping its wings to keep its claws in the fight.
Pounce: A wyvernet can partial move (or charge) and make a full attack in the same round. This cannot be combined with Flyby Attack.
Breath weapon (Ex): The wyvernet can breathe a foul, acrid cloud of spittle and corrosive steam. This covers a 15' cone, and anyone in it takes 2d6 acid damage and is partially blinded for 1d4 rounds (-4 on attacks and spot rolls). A Reflex save (DC 14) halves the damage and negates the blinding. The wyvernet can breathe in this way once per 1d4+1 rounds.

Skills: *The wyvernet's dull coloration grant it a +4 racial bonus on Hide checks in natural and rocky settings. It flaps its short wings to aid climbing, giving it a +4 racial bonus to Climb checks.



House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 9/8/07