Elder Spirit Wyrms normally don't leave the spirit realm so as long as you steer clear you're probably safe. If you encounter one on our plane, or any other, I'd advise you to flee.
Unlike drakes Wyrms are highly intelligent, and live for millennia. Elder Wyrms are especially powerful, and is a suicidal fight for most groups. Only overwhelming force can take one down.
Spirit Wyrms in particular are known for binding magic. They can wipe out a crew, then shackle their souls to add the vessel to their own fleet.
Magnitude: 6
Brace: 5
Dodge: 7
Skepticism: 5
Initiative: 5
Movement: 22
HP: 240
Armor: 5
Resistance: 10
Abilities
Breathe Spirit
Dice Pool: 15
Damage: 25 Spirit in a 20 cone. Usable once every 3 rounds.
Defense: Skepticism
If a spirit Wyrm's breath defeats an enemy vessel's resistance, then the breath applies all remaining damage to all crew within the vessel. The Wyrm can then shackle their souls at leisure with their binding magic.
Tail Lash
Dice Pool: 15
Damage: 25 Physical
Defense: Brace
The Wyrm lashes out with its tail, stabbing the target with the heavy spike at the end. A Wyrm may make a free tail lash each combat round without incurring any of the normal penalties for splitting dice pools.
Magic
The Wyrm may cast spirit bolt, counterspell (16 dice), tear veil (enter the spirit realm), and any other spirit or earth spell you feel thematically appropriate. Elder Wyrms are accomplished spellcasters, and may have more / other aspects of magic if you feel it fits and won't overwhelm your group.
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