Atlas Rules Resources Adventures Stories FAQ Search Links
Wyrd, Lesserby Valentius
HD : 4d12 (26hp)
Initiative : +7
Speed : 30'
AC : 16 (+3 dex,+3 natural, touch 13, flat footed 13)
Base attack/Grapple : +2/+2
Attack : 2 sphere (touch ranged or melee) +6 (1d6)
Full Attack : 2 sphere (touch ranged or melee) +6 (1d6)
Space/Reach : 5'/5'
Special Attacks : Destructive spheres
Special Qualities : undead traits, DR 10/silver or magic, turn resistance +2, favoured enemy (elves)
Saves : Fortitude +3, Reflex +4, Will +4
Abilities : Str 10, Dex 16, con -, Int 11, wis 10, cha 14
Skills : Skills : Spot +7, Intimidate +9, Hide +10, Move Silently +10
Feats : improved initiative, Weapon finesse
Environment : Any
Organisation : Solitary, Band (2-7).
CR : 3
Treasure : none
Alignment : Always evil, neutral or chaotic
Advancement : 5-7 HD (medium)
Level Adjustment : -
The wyrds are violent and destructive undead spirits that animate corpses of elves. They always are elves killed by violence and betrayal, left to rot in desolate places. They do not have the elf's memories or abilities, their only goal is spreading destruction.
They may or may not appear undead, according to the body's condition at the time of animation. An elf that was brutally slashed and mutilated by orcs will have an extremely horrible appearance, while an elf that was poisoned may appear slightly pale. They never try to disguise themselves as living beings, though - all it takes to discover their state is a spot check (DC at DM's discretion).
Destructive Spheres (Su) : As a free action, the wyrd may activate or dismissing this power. While Activated, the wyrd's hands are constantly surrounded by reddish spheres of destructive magic (necromantic effect). The wyrd treats these spheres as natural, light weapons - it may attack with them, one at melee and the other at range, or both in the same way. No attacks of opportunity are provoked by a wyrd attacking with his spheres. After leaving his hands, a sphere immediately regenerates,
without any need for an action by the wyrd. Dismissing the power is also a free action, and causes the spheres to vanish. The wyrd does not attack without its spheres - it either cowers or flees if its spheres are unusable.
Favoured Enemy (Ex) : A wyrd gains Favoured Enemy (Elves), as per the rangers special ability. The wyrd gains a +2 bonus on weapon damage rolls against elves. Likewise, he gets a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves.
An advanced lesser wyrd's Favoured Enemy bonus increases to +4.