Zaetar
2014-10-10, 12:00 AM
Half-wyrm
Half-wyrms are an uncommon breed of lizardfolks, and some believe they are not born so much as made. They are the result of a dangerous ritual. In big lizardfolk settlements, under the temples they do this ritual where they keep a Wyrm Broodmother enslaved. Due to the biological simmilarities between them and the wyrms, they discovered they could link one another to gain more power. During the ritual, the priests take the soul of a wyrm still in its egg and imbue it to the womb of a pregnant lizardfolk, the result is a stronger and larger version of their kind. It's a dangerous ritual that may kill the mother and the child, or once born the child might grow more like a beast than a sentient being.
They are created like this to withstand a training most lizardfolk would not survive, with the objective of turning them into their best warriors, the elite. They have the size and strength of their monstrous parent, as well as a keen instinct for tracking prey and finding their path. This warriors are often sent to fight the dragons that capture their people and burn their settlements, a deadly mission. Some do not agree with this and some mothers may even attempt to escape with their child from that fate. They are prosecuted and slain after being tagged as traitors, but few lucky ones manage to get away and live a new life in a new place.
Those that survive, quickly learn to assert themselves in their adoptive societies. The ones that manage to grow in a good place tend to be kind, while the ones that chose not to attach themselves to a place or group variate from righteous to evil. Some end up in other lizardfolk tribes, some try better luck in other species societies, and others will roam the land as adventurers or travellers. If they chose to stay in one place or with a group of people they might do heavy duty jobs like mining or lumberjacking, join the militia, army, or a band of mercenaries.
Half-wyrms are larger than other lizardfolk. Their general shape doesnt change, though they grow thick spine-like scales on their back, tail and arms. Also, dangerously pointy horns jut from the sides of their heads giving them a menacing look when they stare, well gained reputation after being used to impale their enemies with them, there are not 2 pairs of horns with the same shape.
Creating a Half-wyrm
"Half-wyrm" is an inherited template that can be added to a lizardfolk character.
A half-wyrm uses all the lizardfolk's statistics and special abilities except as noted here.
Size and Type: The base lizardfolk's type does not change. It gains one size category, becoming Large. The changes in this template are in addition to the changes outlined there.
Speed: All its speeds increase by 10 feet.
Armor Class: The lizardfolk's natural armor bonus improves by +2.
Attacks: It gains a gore attack. When not using weapons, the half-wyrm may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack.
Damage: The half-wyrm's gore attack deals damage according to its size as shown below.
Size
Gore Damage
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Special Qualities: A half-wyrm has all the special qualities of the base creature, plus the following special qualities.
Darkvision (Ex): A half-wyrm has darkvision to a range of 60 feet.
Dragonblood Subtype: Half-wyrms are aswell of the dragonblood subtype. For all effects related to race, a half-wyrm is considered a dragon and a humanoid.
Immunity to Frightful Presence: Half-wyrms are immune to the frightful presence ability of dragons, just as if they were dragons.
Scent (Ex): The half-wyrm inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Abilities: Change as follows: Str +4, Con +2, Int -2.
Skills: A half-wyrm has a +2 racial bonus on Search, Spot, and Listen checks.
Feats: A half-wyrm has Track as a bonus feat.
Challenge Rating: +1.
Alignment: Usually neutral.
Level Adjustment: +1.
Half-wyrms are an uncommon breed of lizardfolks, and some believe they are not born so much as made. They are the result of a dangerous ritual. In big lizardfolk settlements, under the temples they do this ritual where they keep a Wyrm Broodmother enslaved. Due to the biological simmilarities between them and the wyrms, they discovered they could link one another to gain more power. During the ritual, the priests take the soul of a wyrm still in its egg and imbue it to the womb of a pregnant lizardfolk, the result is a stronger and larger version of their kind. It's a dangerous ritual that may kill the mother and the child, or once born the child might grow more like a beast than a sentient being.
They are created like this to withstand a training most lizardfolk would not survive, with the objective of turning them into their best warriors, the elite. They have the size and strength of their monstrous parent, as well as a keen instinct for tracking prey and finding their path. This warriors are often sent to fight the dragons that capture their people and burn their settlements, a deadly mission. Some do not agree with this and some mothers may even attempt to escape with their child from that fate. They are prosecuted and slain after being tagged as traitors, but few lucky ones manage to get away and live a new life in a new place.
Those that survive, quickly learn to assert themselves in their adoptive societies. The ones that manage to grow in a good place tend to be kind, while the ones that chose not to attach themselves to a place or group variate from righteous to evil. Some end up in other lizardfolk tribes, some try better luck in other species societies, and others will roam the land as adventurers or travellers. If they chose to stay in one place or with a group of people they might do heavy duty jobs like mining or lumberjacking, join the militia, army, or a band of mercenaries.
Half-wyrms are larger than other lizardfolk. Their general shape doesnt change, though they grow thick spine-like scales on their back, tail and arms. Also, dangerously pointy horns jut from the sides of their heads giving them a menacing look when they stare, well gained reputation after being used to impale their enemies with them, there are not 2 pairs of horns with the same shape.
Creating a Half-wyrm
"Half-wyrm" is an inherited template that can be added to a lizardfolk character.
A half-wyrm uses all the lizardfolk's statistics and special abilities except as noted here.
Size and Type: The base lizardfolk's type does not change. It gains one size category, becoming Large. The changes in this template are in addition to the changes outlined there.
Speed: All its speeds increase by 10 feet.
Armor Class: The lizardfolk's natural armor bonus improves by +2.
Attacks: It gains a gore attack. When not using weapons, the half-wyrm may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack.
Damage: The half-wyrm's gore attack deals damage according to its size as shown below.
Size
Gore Damage
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Special Qualities: A half-wyrm has all the special qualities of the base creature, plus the following special qualities.
Darkvision (Ex): A half-wyrm has darkvision to a range of 60 feet.
Dragonblood Subtype: Half-wyrms are aswell of the dragonblood subtype. For all effects related to race, a half-wyrm is considered a dragon and a humanoid.
Immunity to Frightful Presence: Half-wyrms are immune to the frightful presence ability of dragons, just as if they were dragons.
Scent (Ex): The half-wyrm inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
Abilities: Change as follows: Str +4, Con +2, Int -2.
Skills: A half-wyrm has a +2 racial bonus on Search, Spot, and Listen checks.
Feats: A half-wyrm has Track as a bonus feat.
Challenge Rating: +1.
Alignment: Usually neutral.
Level Adjustment: +1.