Monster · Boss Dragon
Wyrm (Fire)
A distant relative of the dragons that have vanished. Though they spent most of their time sleeping in their caves, they are hostile to all living creatures and view them are little more than prey. Wyrms are older, more intelligent and more dangerous than their Drake and Wyrmling counterparts.
- Name
- Wyrm (Fire)
- Type
- Boss Dragon
- Danger Level
- C
- Hp
- 400
- Mana
- 10
- Ap
- 6
- Rp
- 7
- Initiative
- +5
- Focus
- 7
- Power
- 8
- Agility
- 5
- Toughness
- 8
- Evasion
- 12 / 25
- Guard
- 9 / 20
- Movement Speed
- 20ft
- Fitness
- 6
- Cunning
- 7
- Reason
- 7
- Awareness
- 6
- Presence
- 7
- Notable Skills
- Intimidation+12, Perception+11, Knowledge+12
- Light Attack
- +7 Accuracy, 2d4+8
- Heavy Attack
- +7 Accuracy, 4d6+16
- Strong Against
- Parties without ranged attacks, Pyromancers
- Weak Against
- Aeromancers
- Appearance
- A large scaled lizard with a pair of wings on its back.
- Habitat
- Most commonly found high in the mountain in places with a warm temperature.
Strategy
The firewyrm will rain fire from the sky until it is forced down to the ground or it runs out of mana. Even when out of mana, it may still choose to do fly-by attacks instead of staying on the ground.
While in the sky, it can use both Fireball and Flame Breath at the largest group of enemies. On the ground, it will use tail swipe as the final action of each round and may still use flame breath if it has mana left.
At the encounter start, it will always use Terrifying Roar.
Running this monster
The firewyrm is a solo monster that is a serious threat to any party without aeromancers. In a space where their flight is limited, they can be less threatening. As they are intelligent creatures, a firewyrm may retreat if the battle starts going badly for it.
The firewyrm is bigger than a drake, but the token size is still the same.
Gather Parts: 1000 units of dragonscale.

