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Thread: The Lindwyrm
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11-13-2003, 02:37 PM #1
OK, folks, here's another new awnshegh that could pretty easily fit into the existing BR materials. It's got another long background description, so I'll break it up into a few posts. (Actually, this one's the longest yet. They just keep getting longer, man. I don't know quite what that's about.) As an experiment, I'm going to try to post the beginning of this one from the Birthright.net message boards, and then reply to that from Birthright-l so I can get it all into one thread.... Hopefully, the formatting won't get too screwy.
---ooOoo---
Curlt around za' barn three maybe four times za' damt thing was. It was a-twisted zis way und zat, with fangs a-drippin' venom, and za' body it was a sickly green. 'E ate all my goats 'e did, and all my chickens and hogs. Scare away za' game too, so zair is no good huntin' for food neither. A blight it be, says I. Curst be it, says I, and curst are we. I says so if it be a queen's spawn or no. Whar are za' damt knites and soljers now, eh? Now's when we be a-needin' 'em. Keeps inside them kassel walls now, I suspects. Not gettin' et up for the likes o' us. Curse 'em all, I says.
The Lindwyrm resides in the province of Zedforst in Rheulgard. He defends that province against all intrusion, and occasionally forages for food outside his forest, raiding nearby homesteads for livestock. He rarely attacks humans outside his own province, but has done so if they try to prevent him from finding a meal. He has no qualms about eating human flesh.
Though there is some talk of an expedition to rid the land of the Lindwyrm's presence, the fractured politics of Rheulgard have as of yet prevented any organized effort. The last foray by several soldiers of Frederika Liebshül disappeared without a trace. An effort by some of Soldar Alford's knights of the Stille Wächter has been proposed repeatedly by knights anxious to make a name for themselves, but the Baron is leery of the political and magical consequences of involving himself in the situation and has so far scuttled any such plans to attack the beast.
Naturally, rumors have circulated that the Lindwyrm is in league with the mysterious Rheulaan Greencloak who controls one of Cerilia's most powerful source holdings in the province the beast occupies. Rumors that the two are in cahoots have escalated to the point that many now openly say that the wizard is responsible for the transformation of the Lindwyrm, and that the creature is under Rheulaan's control. Some have even suggested that the beast and Rheulaan are one and the same, the beast being the wizard in a shapeshifted form. No actual connection between the two has been proven, and though the mage himself has been characteristically silent on the matter his representatives in the courts of Cerilia, the half-elves Mursa and Kur, violently deny the allegation.
There is some speculation amongst those few who know the history of the Lindwyrm that his transformation may be reversible. The transformation of his grandmother, the Banshegh, is temporary and repetitious. Should some means be found to assuage the curse of Azrai's blood in the Lindwyrm it is believed he could be returned to his human form, at least intermittently.
The Lindwyrm
Huge Awnshegh
Hit Dice: 12d8+72 (129 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 23 (-2 size, +15 natural)
Base Attack/Grapple: +9/+20
Attack: Bite +21 melee (2d12 +16)
Full Attack: Bite +21 melee (2d12 +16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison
Special Qualities: --
Saves: Fortitude +12, Reflex +6, Will +4
Abilities: Str 32, Dex 10, Con 23, Int 10, Wis 8, Cha 4
Skills: Listen +14, Spot +14 (or one could just give him 'Observe' +14....)
Feats: Great Fortitude, Improved Critical (bite), Lightning Reflexes, Power Attack, Run, Weapon Focus (bite)
Environment: Forest
Organization: Solitary
Challenge Rating: 15
Treasure: None
Advancement: by character class
Level Adjustment: +3
Bloodline: Major, Azrai, 28. Bloodform(major), Wither Touch(major)
Bloodline in BP Format: Az(4/28) BForm(3), PsnTch(5)
The Lindwyrm is a giant snake with a large, crested dragon-like head. His body is covered with thick, dark green scales that provide him with excellent protection. The huge fangs that protrude from his mouth can easily pierce metal and flesh in addition to delivering a horrific poison. His eyes are black.
COMBAT
The Lindwyrm is a voracious predator, in constant search of food. He shows special attention to mounted opponents (horseflesh is amongst his favored meals) but he is not foolhardy or suicidal. He will not attack obviously superior foes and is cautious of spellcasters.
The Lindwyrm prefers to bite an opponent and let his poison take effect while attacking another opponent while the poison sets in. Helpless characters are then devoured at his leisure. Should a single attack fail to render an opponent immobile he will continue to bite until his target is dead or unconscious.
The Lindwyrm protects his forested territory fiercely but not mindlessly. Though overtaken by his monstrous transformation he retains his human intelligence and cunning. If faced with serious opposition the Lindwyrm will flee. Though it is difficult for a creature of the Lindwyrm's size to hide, he knows his thickly forested province very well. Natural pitfalls and other hazards dot the wild terrain of Zedforst, and the Lindwyrm will utilize these features to his advantage.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 2d6 dex. Save DC is constitution based.
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