Mousin
Orm
"Of course they're cute. That's how it starts. 'Oh look,
Karser, how adorable' then you wake up and half your gold's
been stashed around the campsite and the precious little bastard's
nowhere to be found. So no, you can't keep it."
A mousin
orm is about the size of a small cat, with a hide that shimmers
and swirls with color that usually reflects the creature’s
mood. Their wings are reminiscent of those of a dragon fly,
though smooth instead of veined. Four whirling eyes convey
the unmistakable sense of a creature that is utterly innocent.
Mousin
Orm |
Level
4 Lurker |
Small
natural magical beast (dragon, pet) |
XP
175 |
Initiative
+9 Senses Perception +3; low
light
Aura
of Innocence (psychic): Aura 1; Any creature
that moves into or starts a turn in the aura and
can see the Mousin Orm suffers a -2 penalty to
attack rolls against the mousin orm. Additionally,
any such creature must make a saving throw to
make an attack against the orm (save ends). Once
a creature makes a save against a given orm’s
aura of innocence, they can no longer be effected
by that orms aura.
HP
42; Bloodied 21
AC 18; Fortitude
15, Reflex 16, Will 17
Speed 2 squares, fly 5 (hover)
Nip
(basic melee, standard; at-will)
+7 vs. Reflex; 1d6+4 damage
Boggle
(standard; encounter) * Pet, Psychic
Close burst 1; +7 vs. Will; The target is dazed
until the start of the orm’s next turn.
Chameleon
Fade (minor; recharge 456)
The orm may make a stealth check, even if it has
no concealment with a +5 racial bonus.
Alignment
Unaligned
Languages Understands Common, Draconic
Skills Stealth +12, Thievery +12
Str 3 (-2) Dex
16 (+5) Wis 12 (+3)
Con 12 (+3) Int
10 (+2) Cha 18 (+6) |
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Raykin
Orm
A
raykin orm is a large herbivorous draconic creature native
to the Tresolmi jungles. They are roughly the size of a rhinoceros,
covered and a fine tan pelt with patterns of dark brown along
their heads, wings and back. Their paws are similar to a lion’s,
but can extend into crude hands with some effort on the orm’s
part.
The orm’s
head has a short snout with four yellows eyes and is crowned
by a rack of stag-like horns. Its tail is wide and flat, providing
a powerful striking surface.
Raykin
Orm |
Level
17 Skirmisher |
Huge
natural magical beast (discarnate, dragon, mount)
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XP
1600 |
Initiative +16 Senses
Perception +13; low light
HP
164; Bloodied 82
Regeneration 10 (If the orm takes
damage from fire or from an ash wrought weapon,
its regeneration does not function until the end
of it’s turn)
AC 31; Fortitude
30, Reflex 29, Will
29
Resist thunder 10 Vulnerable
fire 5
Speed 6 (clumsy grounded), fly
8, overland flight 12; see exuberant charge.
Horn Butt (basic melee, standard;
at-will)
+22 vs. AC; 2d8+7 damage.
Tail
Slap (melee, standard; at-will)
+20 vs. Fortitude; 1d10+7 damage and the target
is knocked prone.
Chell
Bullet (ranged standard; at-will) - Thunder
Range 10; +20 vs. Fortitude; 2d6+8..
Chell
Barrage (standard; recharge 456) - Thunder
Area burst 3 within 10; the raykin orm makes a
chell bullet attack against all enemies in burst.
Exuberant
Charge (while mounted by a friendly creature
of 17th level or higher, at-will) - Mount
When charging, the raykin orm may move two additional
squares and make a tail slap or horn butt attack
in addition to it’s rider’s attack.
Alignment
Unaligned
Languages Understands Common, Draconic
Skills Nature +18
Str: 24 (+15) Dex:
22 (+14) Wis: 20 (+13)
Con: 20 (+13) Int:
12 (+9) Cha: 18 (+12) |
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Orm Lore
A character knows the following information with a successful
arcana check:
Arcana DC 15: Distant relatives
of dragons, mousin orms are tiny, curious, and above all friendly
creatures native to Chordin and Vini Tresolm.
Arcana DC 20: Mousin orms
are akin to highly intelligent magpies, flitching shiny objects
to make their nests. Mousin orms prefer to steal from stealth
and avoid conflict entirely, but they will fight to aide and
protect mates or owners, using their shifting colors to confound
enemies long enough for a get away. Raykin orms live in Vini
Tresolm and tend to herd giant bats to pollinate the fruit
trees they favor for food.
Arcana DC 25: The eggs of
a mousin orm are nearly identical to gemstones and their nesting
patter is designed to trick intelligent humanoids into taking
them, thus moving the young to new territories. Orm hatchlings
have a chance to impress upon the creature that hatches it.
Raykin orms form an explosive chemical in their gullet called
chell bullets for the unique sound it makes when it explodes.
Arcana DC 30: Raykin orms
are non-carnivorous, but do enjoy ‘playing’ with
unfortunate intelligent creatures it finds in its territory.
They rarely attempt to kill, but accidents do happen.
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Dungeons
and Dragons 4th Edition © Wizards of the Coast
World of Ere and related original content © Landon Porter |
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