This guy, from Silver Marches, would be a good product of a half-fiend cave troll. It already has pounce and a bit of fast healing. (A base cave troll would have an iffy chance of surviving the maximized, empowered forbiddance effects surrounding the henges, but they advance by HD, not class, and an advanced specimen could survive it.)
Edit: actually, a base cave troll could survive it, having 112 hit points, while the most a maximized empowered forbiddance can do is 108 points of damage.
When I advance this guy, I'll give him improved speed, and I don't know what else.
Rock Wyrm
Large Dragon
Hit Dice: 8d12+24 (76 hp)
Initiative: +2 (Dex)
Speed: 30 ft, fly 50 ft. (clumsy)
AC: 21 (–1 size, +2 Dex, +10 natural)
BAB/Grapple: +8/+17
Attacks: Bite +12 melee, tail +10 melee, 2 wings +10 melee, 2 claws +10 melee
Damage: Bite 2d6+5 (19–20/x2), tail slap 1d8+7, wing 1d6+2, claw 1d8+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing ray, pounce
Special Qualities: Fast healing 1, mimicry, scent, camouflage
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 20, Dex 14, Con 17, Int 12, Wis 14, Cha 11
Skills: Bluff +4 (+8 mimicking voices) [4], Craft (trapmaking) +8 [7], Hide +13 (+17 in rocky areas) [11], Jump +16 [11], Listen +13 [11], Move Silently +13 [11], Spot +13 [11], Use Magic Device +11 [11].
Feats: Combat Reflexes, Improved Critical (bite), Multiattack
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6
Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful.
Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets.
Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt— lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue.
Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages — depending on what prey they come into contact with.
Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach.
Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They espe- cially like wands with spells of protection or concealment.
Paralyzing Ray (Su): A rock wyrm’s third eye can emit a par- alyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+9 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 17) or be paralyzed for 1d6+2 minutes. (This ability is Constitution-based.)
Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.
Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.
Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.
Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.
Advanced (12 HD) (1 stat bump to Con)
Rock Wyrm
Large Dragon
Hit Dice: 12d12+48 (126 hp)
Initiative: +2 (Dex)
Speed: 40 ft, fly 70 ft. (clumsy)
AC: 21 (–1 size, +2 Dex, +10 natural)
BAB/Grapple: +12/+21
Attacks: Bite +16 melee, tail +14 melee, 2 wings +14 melee, 2 claws +14 melee
Damage: Bite 2d6+5 (19–20/x2), tail slap 1d8+7, wing 1d6+2, claw 1d8+2
Face/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing ray, pounce
Special Qualities: Fast healing 1, mimicry, scent, camouflage
Saves: Fort +12, Ref +10, Will +10
Abilities: Str 20, Dex 14, Con 18, Int 12, Wis 14, Cha 11
Skills: Bluff +8 (+12 mimicking voices) [8], Craft (trapmaking) +10 [9], Hide +17 (+21 in rocky areas) [15], Jump +22 [13], Listen +17 [15], Move Silently +17 [15], Spot +17 [15], Use Magic Device +15 [15].
Feats: Combat Reflexes, Improved Critical (bite), Multiattack, Improved Speed, 12
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6
Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful.
Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets.
Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt— lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue.
Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages — depending on what prey they come into contact with.
Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach.
Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They espe- cially like wands with spells of protection or concealment.
Paralyzing Ray (Su): A rock wyrm’s third eye can emit a par- alyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+13 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 20) or be paralyzed for 1d6+2 minutes.
Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.
Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.
Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.
Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.
Skill advancement: +4 bluff, +2 craft, +4 hide, +2 jump, +4 listen, +4 move silently, +4 spot, +4 UMD.
Andvari-cursed dragon: fast healing 8
Advanced (14 HD) (1 stat bump to Con)
Rock Wyrm
Huge Dragon
Hit Dice: 14d12+84 (175 hp)
Initiative: +1 (Dex)
Speed: 40 ft, fly 70 ft. (clumsy)
AC: 22 (–2 size, +1 Dex, +13 natural)
BAB/Grapple: +14/+31
Attacks: Bite +21 melee, tail +19 melee, 2 wings +19 melee, 2 claws +19 melee
Damage: Bite 3d6+9 (19–20/x2), tail slap 2d6+13, wing 1d8+4, claw 2d6+4
Face/Reach: 15 ft./10 ft.
Special Attacks: Paralyzing ray, pounce
Special Qualities: Fast healing 1, mimicry, scent, camouflage
Saves: Fort +15, Ref +10, Will +11
Abilities: Str 28, Dex 12, Con 22, Int 12, Wis 14, Cha 11
Skills: Bluff +10 (+14 mimicking voices) [10], Craft (trapmaking) +11 [10], Hide +14 (+18 in rocky areas) [17], Jump +27 [14], Listen +19 [17], Move Silently +18 [17], Spot +19 [17], Use Magic Device +17 [17].
Feats: Combat Reflexes, Improved Critical (bite), Multiattack, Improved Speed, 12
Climate/Terrain: Cold and temperate hills and mountains
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6
Rock wyrms are often mistaken for dragons. These reptiles resemble dragons and wyverns, but they tend to be sly and cunning ambushers rather than wide-ranging hunters. Since rock wyrms are careful to slay and devour isolated victims while avoiding groups of creatures, their kills are often blamed on other predators or brigands. Sometimes called “false dragons,” rock wyrms have rough hides of mottled gray and brown scales, smallish wings that are more suited for fighting than flying, and blunt faces with powerful jaws and a large third eye in the middle of their foreheads. Rock wyrm foreclaws are nimble enough to serve as hands for most purposes, and their tails are long and powerful.
Rock wyrms are found in cold, mountainous areas across Faerûn. As settlers in the Silver Marches push into the wilderness, and steadings rise in many long-uninhabited places, rock wyrms are becoming an increasing problem. There are even rumors that these hunters work together, skulking and spying, so as to better avoid armed bands and guards and strike at unprotected and isolated targets.
Rock wyrms stash treasure (coins, gems, tools, and other items taken from prey they deem useful for later trade or personal ransom) in rock clefts or hollows that they can conceal and guard with clever traps, but have no single, true lair. They sleep in the same fashion that they hunt— lying motionless covered by their wings, with their scaly hides matching their surroundings (usually gray rocks or white snow) in hue.
Rock wyrms speak Common and Draconic, and also master small working vocabularies in many other languages — depending on what prey they come into contact with.
Combat
Rock wyrms can spring into a pounce, take flight silently, or emit their paralyzing ray, all from a statuelike state that they can maintain for hours. Rock wyrms usually lurk near trails or stalk prey deliberately, awaiting a chance to pounce. They often construct traps in traveled areas and then strike at captured or wounded victims. These intelligent hunters can mimic a wide range of voices and can recall overheard phrases perfectly, to lure prey into their traps or reach.
Rock wyrms often construct traps (or lurk near traps created by others) to take advantage of disabled prey. These are usually simple or spiked 20-foot-deep pit traps, concealed by woven brush. Rock wyrms are also bright and dexterous enough to use many types of magic items. They espe- cially like wands with spells of protection or concealment.
Paralyzing Ray (Su): A rock wyrm’s third eye can emit a par- alyzing ray once every 1d4 rounds. The ray has a range of 75 feet. The rock wyrm must succeed at a ranged touch attack (+13 attack bonus) against its target. Targets struck by the ray must make a Fortitude save (DC 23) or be paralyzed for 1d6+2 minutes. (This ability is Constitution-based)
Pounce (Ex): If a rock wyrm leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Fast Healing (Ex): A rock wyrm heals 1 point of damage each round so long as it has at least 1 hit point.
Mimicry (Ex): Rock wyrms can mimic most speaking voices perfectly, plus other vocal sounds ranging from coughing and retching to high bird-trills or deep, thunderous croakings. They can remember and perfectly reproduce phrases they have overheard, and they have a knack for echoing vocal mannerisms and catchphrases.
Skills: Rock wyrms can change the reflectiveness, color, and apparent texture of their hides, allowing them to blend into their surroundings like chameleons. They gain a +4 racial bonus on Hide checks. *In rocky areas, this bonus on Hide checks improves to +8.
*A rock wyrm’s mimicry ability confers a +4 racial bonus on Bluff checks involving attempts to deceive foes by mimicking a particular voice or animal call.
Rock Wyrm: Dragon; +8/+17; 10 ft./5 ft.; Bluff +4 (+8 mimicking voices), Craft (trapmaking) +8, Hide +13 (+17 in rocky areas), Jump +16, Listen +13, Move Silently +13, Spot +13, Use Magic Device +11; Combat Reflexes, Multiattack, Weapon Focus (bite); LA +6.
Skill advancement: +4 bluff, +2 craft, +4 hide, +2 jump, +4 listen, +4 move silently, +4 spot, +4 UMD.
Similar distribution of skill points for the next two HD; +1 to each craft and jump, +2 to all others.
Andvari-cursed dragon: fast healing 8