Monster -- Orm

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)

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) 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)

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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