The * Frilond * Campaign
Albino Wyrm

The following is a 3.5e conversion of a monster from Wolfgang Baur’s article “The Dragon’s Bestiary: Monsters of the Underdark” from Dragon 227.

Albino Wyrm

Albino wyrm

Albino wyrm illustration by Mike L. Scott from Dragon 227 copyright © 1996 by TSR. Used without permission.

Always NE dragon (cold)

Environment: Deep Underdark

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–3 and 1–2 offspring)

Challenge Rating: Wyrmling 1; very young 2; young 3; juvenile 5; young adult 7; adult 9; mature adult 12; old 14; very old 16; ancient 17; wyrm 18; great wyrm 20

Treasure: Standard

Advancement: Wyrmling 2–3 HD; very young 5–6 HD; young 8–9 HD; juvenile 11–12 HD; young adult 14–15 HD; adult 17–18 HD; mature adult 20–21 HD; old 23–24 HD; very old 26–27 HD; ancient 29–30 HD; wyrm 32–33 HD; great wyrm 35+ HD

Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; young adult +4; others –

These gaunt, sinewy creatures are thought to be the descendants of dragons—perhaps white dragons—that long ago became trapped in the darkness of the caves. The difficulty in finding prey in the Underdark has made them small, flightless predators that rely on stealth to strike and take down prey. Albino wyrms still progress along the same age categories as other true dragons, though few survive past the adult age category.

Albino Wyrms by Age
AgeSizeHit Dice (hp)StrDexConIntWisChaBase Attack/GrappleAttackFort SaveRef SaveWill SaveBreath Weapon (DC)Frightful Presence DC
WyrmlingT1d12+1 (7)912131056+1/-8+2+3+3-12d4 (11)
Very youngS4d12+4 (30)1112131056+4/+0+5+5+5+14d4 (13)
YoungM7d12+14 (59)1312151256+7/+8+8+7+6+26d4 (15)
JuvenileM10d12+20 (85)1512151258+10/+12+12+9+8+48d4 (17)
Young adultM13d12+39 (123)17121714510+13/+16+16+11+9+510d4 (19)16
AdultL16d12+64 (168)21121914512+16/+25+20+14+11+712d4 (22)19
Mature adultL19d12+95 (218)25122116712+19/+30+25+16+12+914d4 (24)20
OldH22d12+110 (253)27122116712+22/+38+28+18+14+1116d4 (26)22
Very oldH25d12+150 (312)291223181314+25/+42+32+20+15+1518d4 (28)24
AncientH28d12+168 (350)311223181314+28/+46+36+22+17+1720d4 (30)26
WyrmG31d12+217 (418)331225201316+31/+54+38+24+18+1822d4 (32)28
Great wyrmG34d12+272 (493)351227201318+34/+58+42+27+20+2024d4 (35)31
Albino Wyrm Abilities by Age
AgeSpeedInitiativeACSpecial AbilitiesCaster LevelSR
Wyrmling60 ft., burrow 30 ft.+113 (+2 size, +1 Dex), flat-footed 12, touch 13Immunity to cold, vulnerability to fire, degraded claws and wings, improved bite
Very young60 ft., burrow 30 ft.+114 (+2 natural, +1 size, +1 Dex), flat-footed 13, touch 12 
Young60 ft., burrow 30 ft.+116 (+5 natural, +1 Dex), flat-footed 15, touch 11Powerful bite
Juvenile60 ft., burrow 30 ft.+119 (+8 natural, +1 Dex), flat-footed 18, touch 11Improved grab
Young adult60 ft., burrow 30 ft.+122 (+11 natural, +1 Dex), flat-footed 21, touch 11DR 5/magic14
Adult60 ft., burrow 30 ft.+124 (+14 natural, -1 size, +1 Dex), flat-footed 23, touch 10Swallow whole16
Mature adult60 ft., burrow 30 ft.+127 (+17 natural, -1 size, +1 Dex), flat-footed 26, touch 10DR 10/magic18
Old60 ft., burrow 30 ft.+129 (+20 natural, -2 size, +1 Dex), flat-footed 28, touch 9Constrict20
Very old60 ft., burrow 30 ft.+132 (+23 natural, -2 size, +1 Dex), flat-footed 31, touch 9DR 15/magic21
Ancient60 ft., burrow 30 ft.+135 (+26 natural, -2 size, +1 Dex), flat-footed 34, touch 9Augmented critical23
Wyrm60 ft., burrow 30 ft.+136 (+29 natural, -4 size, +1 Dex), flat-footed 35, touch 7DR 20/magic24
Great wyrm60 ft., burrow 30 ft.+139 (+32 natural, -4 size, +1 Dex), flat-footed 38, touch 7Vorpal bite26

Abilities

Augmented Critical (Ex) An albino wyrm’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Breath Weapon (Su) An albino wyrm has one kind of breath weapon, a cone of cold.

Constrict (Ex) A Huge albino wyrm deals 2d8+(2 x its Str modifier) points of damage with a successful grapple check. A Gargantuan albino wyrm deals 4d6+(2 x its Str modifier)

Degraded Claws and Wings (Ex) An albino wyrm has very weak claws. Its claw attack does damage as if the albino wyrm were a dragon of one size category smaller than it actually is. An albino wyrm cannot make attacks with its wings.

Improved Bite (Ex) An albino wyrm has a very dangerous bite attack. Its bite attack does damage as if the albino wyrm were a dragon of one size category larger than it actually is.

Improved Grab (Ex) To use this ability, an albino wyrm must hit a creature of any size with its tail slap or bite attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to constrict the opponent (if grappled by its tail) or swallow the opponent (if grappled by its bite) in the following round.

Powerful Bite (Ex) An albino wyrm always applies 1.5 times its Strength modifier to damage inflicted with its bite.

Swallow Whole (Ex) When an albino wyrm begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes bludgeoning damage and cold damage per round from the albino wyrm’s gizzard, as detailed in the chart below. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal damage to the gizzard (The AC is equal to 10 +1/2 the albino wyrm’s natural AC bonus). The amount of damage needed to be done to escape is detailed in the table below. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The number of opponents that can be held in an albino wyrm’s interior is detailed in the table below.

Size Bludgeoning Damage per round Cold Damage per Round hp to Escape Interior Capacity
Large 2d8+Str bonus Str bonus 15 2 Medium, 4 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller
Huge 4d6+Str bonus Str bonus 25 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller
Gargantuan 4d8+Str bonus Str bonus 35 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller

 

Vorpal Bite (Ex) The bite of an albino wyrm severs the head of a Huge or smaller opponent on a critical hit.

Skills Hide, Move Silently, and Survival are considered class skills for albino wyrms.

Strategy and Tactics

Albino wyrms have very weak claws, useful largely for burrowing, and their jaws have expanded; they can also constrict their prey with their prehensile tails.

When attacking with its breath weapon, the albino wyrm makes a distinctive rattling hiss the moment before loosing its chilling breath.

No spellcasting albino wyrms have ever been recorded.

Ecology

The albino wyrms are at the top of the cave ecosystem; few creatures can harm them. Their constant need for food keeps them on the prowl; albino wyrms are almost always encountered in motion. Deep dragons consider albino wyrms despicable and worthy only of destruction. The two species fight whenever they meet, with the deep dragons emerging victorious in all but a handful of cases.

Environment: Albino wyrms are found only in the deepest depths of the Underdark.

Physical Description: The albino wyrm has red eyes, mottled white scales, and brownish claws. Its small wings are semi-transparent and offer about a 13- to 18-foot wingspan. The wyrm’s wings are used only in courtship or threat displays and are reminiscent of remorhaz wings. They confer no advantage in combat and cannot bear the creature’s weight into the air.

Society

If indeed these are the descendants or an offshoot of dragonkind, then the albino wyrms have indeed fallen far; most are barely sane, barely able to express a coherent thought.

Several drow houses are known to keep albino wyrms as house animals and guardians. They are difficult to tame or to train; their predatory instincts are not easily turned to any useful purpose.

Typical Treasure

Unlike almost all other dragons, albino wyrms do not collect treasure that they cannot carry; the need to hunt outweighs the need to gather baubles into a lair. Thus they have only standard treasure for their Challenge Rating. However, they are intelligent enough to recognize and use magical treasures, and often wear jewelry on wingtips, claws, and tail. Accordingly, they invest their wealth in appropriate items.

Adult Albino Wyrm CR 9

NE Large dragon (cold)

Init +1; Senses darkvision 120 ft., low-light vision, blindsense 60 ft.; Listen +18, Spot +18

Aura frightful presence (DC 19)

Languages Draconic

AC 26, touch 11, flat-footed 25
(+15 natural, -1 size, +1 Dex, +1 deflection)

hp 168 (16 HD); DR 5/magic

Immune cold, sleep, paralysis

SR 16

Fort +14, Ref +11, Will +17

Weakness fire vulnerability

Spd 60 ft. (12 squares), burrow 30 ft.

Melee* bite +18 (2d8+9) and 2 claws +16 (1d6+4) and tail slap +16 (1d8+4)

Space 10 ft.; Reach 10 ft.

Base Atk +16; Grp +25

Atk Options improved grab; Blind-Fight, Improved Sunder

Combat Gear potion of resist energy (fire) (10), scroll of silence

Special Actions breath weapon (DC 22, 12d4), swallow whole

*2-point Power Attack

Abilities Str 21, Dex 12, Con 19, Int 14, Wis 5, Cha 12

Feats Alertness, Blind-Fight, Improved Sunder, Mutiattack, Power Attack, Stealthy

Skills Escape Artist +9, Hide +11, Intimidate +13, Knowledge (dungeoneering) +10, Listen +18, Move Silently +14, Search +21, Sense Motive +5, Spot +18, Survival +5 (+7 following tracks or underground), Use Magic Device +9

Possessions combat gear, amulet of natural armor +1, ring of protection +1

Breath Weapon (Su) 40-foot cone, once every 1d4 rounds, damage 12d4 cold, Reflex DC 22 half.

Improved Grab (Ex) To use this ability, an albino wyrm must hit a creature of any size with its bite or tail slap attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check with its bite, it establishes a hold and can attempt to swallow the opponent in the following round.

Swallow Whole (Ex) When an albino wyrm begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+5 points of bludgeoning damage plus 6 points of cold damage per round from the albino wyrm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The albino wyrm’s interior can hold 2 Medium, 4 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.