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Skywyrm, Lesserby Gary Davies
Huge Elemental (Air, Extraplanar)
Hit Dice: 16d8+64 (136 hp)
Speed: 20 ft., fly 120 ft. (good)
Armour Class: 19 (-2 size, +5 Dex, +6 natural), touch 13, flat-footed 14
Base attack/Grapple: +12/+24
Bite: +13 melee (3d8+4)
Bite: +13 melee (3d8+4) and 2 claws +8 melee (3d4+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to electricity, spell-like abilities
Saves: Fort +9, Ref +15, Will +6
Abilities: Str 18, Dex 21, Con 18, Int 12, Wis 13, Cha 15
Skills: Knowledge (the planes) +20, Listen +22, Spot +22
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon Finesse B
Environment: Elemental Plane of Air
Organisation: Solitary or pair
Challenge Rating: 10
Alignment: Usually neutral good
Advancement: 17-20 HD (Huge), 21-31 HD (Gargantuan)
Level Adjustment: -
The lesser sky wyrm is a huge elemental from the Elemental Plane of Air. The front half of the lesser sky wyrm is in the form of a wild cat with two powerful claws. Two large feathery wings protrude from its back, while the other half of the creature is a long, coiling serpent's tail. All sky wyrm's are made of shimmering clouds and living air, pearl-coloured with light green shadings
Sky wyrms are rare, even on the Elemental Plane of Air. They sometimes serve as mounts and cohorts of greater djinn, but always of their own free will. Sky wyrms do not get along well with aerial servants and elemental creatures. Lesser sky wyrms hate spectral hounds and hell hounds, and at best dislike all other dog-like creatures. Sky wyrms are otherwise good-willed although neutrally aligned.
Skywyrms speak Auran.
Their rapid speed makes skywyrms useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a skywyrm.
Spell-like Abilities (Sp): Lesser sky wyrms can predict weather summon weather, control winds and use weather control at will. They can also cast the following spells once per day: cloudkill, dimension door, explosive cloud, ice storm and invisibility. The DC to resist these effects = 10 + Spell level.
Whirlwind (Su): The skywyrm can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the skywyrm can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The skywyrm controls the exact height, but it must be at least 10 feet.
The skywyrm's movement while in whirlwind form does not provoke attacks of opportunity, even if the skywyrm enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the skywyrm moves into or through the creature's space.
Creatures one or more size categories smaller than the skywyrm might take 2d8 damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 22) when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save (DC 22) or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the skywyrm carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The skywyrm can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The skywyrm can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centred on the skywyrm and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A skywyrm in whirlwind form cannot make bite or claw attacks and does not threaten the area around it.