TheOOB
2006-09-15, 04:36 AM
Manawyrm
Size/Type: Tiny Dragon
Hit Dice: 2d12+2 (15hp)
Initiative: +2
Speed: 10ft (2 squares), Fly 30ft(perfect)
Armor Class: 17(+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:
Attack: Bite +4 Melee (1d3-2)
Full Attack: Bite +4 Melee (1d3-2)
Space/Reach: 2.5 ft/0 ft
Special Attack: Mana Drain, Spellbreath, Spell, Spell-Like Abilities
Special Qualities: Darkvision 60ft, Immunity to Magic Sleep and Paralysis Effects, Low-Light Vision, Living Battery, Magic Dependency, Magic Transfer
Saves: Fort +4, Refl +5, Will +2
Abilities: Str 6, Dex 14, Con 12, Int 10, Wis 8, Cha 14
Skills: Bluff +4, Concentration +7, Decipher Script +5, Hide +11, Knowledge(arcana) +5, Listen +1, Sleight of Hand +5, Spellcraft + 8, Spot +1
Feats: Skill Focus(Spellcraft), Weapon FinesseB
Environment: Urban
Organization: Single, Pair, or Clutch(3-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 3-4 HD(Tiny)
Level Adjustment: +4
Before you is a curious creature indeed. It very much resembles a dragon, but much smaller, about the size of a house cat. It's tiny scales are translucent blue, like stained glass, that almost seem to glow with some sort of inner light. While the wings of the creature are much to small and frail to permit flight, the beast floats effortlessly the sky as if propelled by magic. Occasionally a spark of magical energy flows across the creatures body, hinting at the sorcerous power within.
Manawyrms are distant cousins of dragons who's form have been altered over thousands of years due to their dependency on magic. Manawyrms have long since evolved past the need for food and water, and instead sustain themselves on raw magical energy, which would explain why they covet magical items, especially scrolls and wands, above all other things. While their wings can no longer carry them into the air, Manawyrms have learned to use magic to allow them to fly through the air. Manawyrms tend to be peaceful and kind hearted, and more then a little playful. They tend to be wary of other creatures, but have been known to become quite attached to humanoid spellcasters willing to feed them some of their magical power.
Manawyrms speak Common and Draconic
Combat
Manawyrms try to avoid combat when possible, using their flight and spells to get away from foes. They have been known to attack people to steal their magic items at times, but that only happens when they are low on magical energy and their foe wouldn't trade the magic to the wyrm fairly.
When forced into combat Manawyrms use fly to a safe distance and use their spellbreath to immobilize their weakest foes, take their magic items and run. If any enemies use scrolls or wands against them they will attempt to drain them and steal their power for their own use. If unable to retreat when out of spells and spellbreath the wyrm will attempt to negotiate for their life rather then resorting to physical attacks.
Living Battery(Su): Manawyrms are able to store magical energy within themselves to be later used. At any given time a Manawyrm can store five spell levels worth of magical energy gained through their Mana Drain ability (see below), any extra spell levels are wasted. A Manawyrm can use stored spell levels to power their Spellbreath ability, power a spell caster with their magic transfer ability, or consume the spell levels to feed their Magic Dependency.
When found a Manawyrm will have 1d6-1 spell levels stored.
Magic Dependency(Ex): Manawyrms do not need to eat or drink. Instead they must consume at least one spell level stored within them per week. After a week if they have not consumed a spell level, a Manawyrm takes one point of Cha drain each day. This damage cannot be restored by any means until the Manawyrm consumes a spell level, after which it heals normally. If a Manawyrm's Cha score is reduced to zero in this way, they die.
Mana Drain(Su): Manawyrms can drain magical energy from scrolls and wands by a touch. Each round a Manawyrm can drain one spell from a scroll, or one charge from a wand, removing them from the item as if the spell had just been cast. The Manawyrm then stores a number of spell levels equal to the spells level of the spell drained (see the Living Battery ability above). Unattended scroll or wand gets no save, but an attended scroll or wand is allowed a DC 14 Will save to resist this effect. This save DC is Cha based.
If a Manawyrm finds a willing spellcaster, they can drain spells from them the same way they would drain spells from a scroll. The spell caster can decide which spells he allows to be drained.
Magic Transfer:Once per a day, a Manawyrm can transfer some of it's stored magic energy to a spellcaster they touch. The spellcaster regains spells just as if they had used a pearl of power which restores a spell slot of an equal level to the number of spell levels the Manawyrm gives up. Spontaneous caster (such as a sorcerer or bard), simply gain an extra spell slot of the same level as the number of spell levels the Manawyrm gave up.
Spellbreath(Su): As a standard action, a Manawyrm can release one of their stored spell levels as a ray that deals 2d6 damage and has a range of 60ft.
Spells: Manawyrms cast spells as a 1st level sorcerer. They may not drain and store their own spells.
Typical Sorcerer Spells Known (5/3; Save DC 12+spell level)
0-Dancing Lights, Daze, Ghost Sound, Mage Hand; 1-Grease, Obscuring Mist
Spell-Like Abilities
At Will-Detect Magic, Prestidigitation, Read Magic. Caster Level 2nd
Manawyrm Companions
Occasionally a Manawyrm will seek humanoid companionship, though and candidate for such friendship is always a spellcaster. They will follow the spellcaster for several days, making sure that the person is someone not likely to hurt the Manawyrm. Once the wyrm is sastified they will reveal their presence and ask for a "charge", a small bit of magic energy. If the spellcaster gives up one of their spells the Manawyrm will thank them then fly away. Over the course of the next few days the Manawyrm will comes to the spellcaster several times, each time asking to be feed some more magical energy. If the caster continues to feed the wyrm it will stay with the caster and follow and serve them faithfully, so long as the wyrm continues to be fed of course.
A Manawyrm egg can fetch a price of 15,000gp on the open market, and a hatchling can cost upwards of 30,000gp.
A spellcaster of 7th level or higher who has the Improved Familiar feat can bind a Manawyrm to them as a familiar.
Size/Type: Tiny Dragon
Hit Dice: 2d12+2 (15hp)
Initiative: +2
Speed: 10ft (2 squares), Fly 30ft(perfect)
Armor Class: 17(+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:
Attack: Bite +4 Melee (1d3-2)
Full Attack: Bite +4 Melee (1d3-2)
Space/Reach: 2.5 ft/0 ft
Special Attack: Mana Drain, Spellbreath, Spell, Spell-Like Abilities
Special Qualities: Darkvision 60ft, Immunity to Magic Sleep and Paralysis Effects, Low-Light Vision, Living Battery, Magic Dependency, Magic Transfer
Saves: Fort +4, Refl +5, Will +2
Abilities: Str 6, Dex 14, Con 12, Int 10, Wis 8, Cha 14
Skills: Bluff +4, Concentration +7, Decipher Script +5, Hide +11, Knowledge(arcana) +5, Listen +1, Sleight of Hand +5, Spellcraft + 8, Spot +1
Feats: Skill Focus(Spellcraft), Weapon FinesseB
Environment: Urban
Organization: Single, Pair, or Clutch(3-5)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 3-4 HD(Tiny)
Level Adjustment: +4
Before you is a curious creature indeed. It very much resembles a dragon, but much smaller, about the size of a house cat. It's tiny scales are translucent blue, like stained glass, that almost seem to glow with some sort of inner light. While the wings of the creature are much to small and frail to permit flight, the beast floats effortlessly the sky as if propelled by magic. Occasionally a spark of magical energy flows across the creatures body, hinting at the sorcerous power within.
Manawyrms are distant cousins of dragons who's form have been altered over thousands of years due to their dependency on magic. Manawyrms have long since evolved past the need for food and water, and instead sustain themselves on raw magical energy, which would explain why they covet magical items, especially scrolls and wands, above all other things. While their wings can no longer carry them into the air, Manawyrms have learned to use magic to allow them to fly through the air. Manawyrms tend to be peaceful and kind hearted, and more then a little playful. They tend to be wary of other creatures, but have been known to become quite attached to humanoid spellcasters willing to feed them some of their magical power.
Manawyrms speak Common and Draconic
Combat
Manawyrms try to avoid combat when possible, using their flight and spells to get away from foes. They have been known to attack people to steal their magic items at times, but that only happens when they are low on magical energy and their foe wouldn't trade the magic to the wyrm fairly.
When forced into combat Manawyrms use fly to a safe distance and use their spellbreath to immobilize their weakest foes, take their magic items and run. If any enemies use scrolls or wands against them they will attempt to drain them and steal their power for their own use. If unable to retreat when out of spells and spellbreath the wyrm will attempt to negotiate for their life rather then resorting to physical attacks.
Living Battery(Su): Manawyrms are able to store magical energy within themselves to be later used. At any given time a Manawyrm can store five spell levels worth of magical energy gained through their Mana Drain ability (see below), any extra spell levels are wasted. A Manawyrm can use stored spell levels to power their Spellbreath ability, power a spell caster with their magic transfer ability, or consume the spell levels to feed their Magic Dependency.
When found a Manawyrm will have 1d6-1 spell levels stored.
Magic Dependency(Ex): Manawyrms do not need to eat or drink. Instead they must consume at least one spell level stored within them per week. After a week if they have not consumed a spell level, a Manawyrm takes one point of Cha drain each day. This damage cannot be restored by any means until the Manawyrm consumes a spell level, after which it heals normally. If a Manawyrm's Cha score is reduced to zero in this way, they die.
Mana Drain(Su): Manawyrms can drain magical energy from scrolls and wands by a touch. Each round a Manawyrm can drain one spell from a scroll, or one charge from a wand, removing them from the item as if the spell had just been cast. The Manawyrm then stores a number of spell levels equal to the spells level of the spell drained (see the Living Battery ability above). Unattended scroll or wand gets no save, but an attended scroll or wand is allowed a DC 14 Will save to resist this effect. This save DC is Cha based.
If a Manawyrm finds a willing spellcaster, they can drain spells from them the same way they would drain spells from a scroll. The spell caster can decide which spells he allows to be drained.
Magic Transfer:Once per a day, a Manawyrm can transfer some of it's stored magic energy to a spellcaster they touch. The spellcaster regains spells just as if they had used a pearl of power which restores a spell slot of an equal level to the number of spell levels the Manawyrm gives up. Spontaneous caster (such as a sorcerer or bard), simply gain an extra spell slot of the same level as the number of spell levels the Manawyrm gave up.
Spellbreath(Su): As a standard action, a Manawyrm can release one of their stored spell levels as a ray that deals 2d6 damage and has a range of 60ft.
Spells: Manawyrms cast spells as a 1st level sorcerer. They may not drain and store their own spells.
Typical Sorcerer Spells Known (5/3; Save DC 12+spell level)
0-Dancing Lights, Daze, Ghost Sound, Mage Hand; 1-Grease, Obscuring Mist
Spell-Like Abilities
At Will-Detect Magic, Prestidigitation, Read Magic. Caster Level 2nd
Manawyrm Companions
Occasionally a Manawyrm will seek humanoid companionship, though and candidate for such friendship is always a spellcaster. They will follow the spellcaster for several days, making sure that the person is someone not likely to hurt the Manawyrm. Once the wyrm is sastified they will reveal their presence and ask for a "charge", a small bit of magic energy. If the spellcaster gives up one of their spells the Manawyrm will thank them then fly away. Over the course of the next few days the Manawyrm will comes to the spellcaster several times, each time asking to be feed some more magical energy. If the caster continues to feed the wyrm it will stay with the caster and follow and serve them faithfully, so long as the wyrm continues to be fed of course.
A Manawyrm egg can fetch a price of 15,000gp on the open market, and a hatchling can cost upwards of 30,000gp.
A spellcaster of 7th level or higher who has the Improved Familiar feat can bind a Manawyrm to them as a familiar.