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Book Wyrm
'A good book sharpens the mind as keenly as a sword to a whetstone. Build your armoury.' - Olivia, adventurer and keen bookworm Of all the dragons, the book wyrm is the most inconspicuous, caring little for conflict or the machinations of dragon society, even when larger events unfold that would engage other dragons. It is only when such events threaten their library, their collection of knowledge, that a book wyrm will take action, often swiftly and ruthlessly, removing any indication that they are anything but a librarian. They will often exist for most of their lives taking on the persona of different humanoid successors curating a collection, usually as races that prize knowledge such as humans, elves or gnomes, but where necessary they will assume the guise of other races, such as orcs, giants or in one case even an orangutan, a form the book wyrm found convenient for maneuvering between bookshelves. Bibliophiles. Book wyrms value knowledge above all else, and their library is their horde. They care little for wealth, gold or status, and when they do come to possess these a book wyrm is likely to consider them a means to an end, a way of procuring more books for their collection. Knowledge is Power. A book wyrms power is its knowledge, centuries of study mean they are as fluent with any living language as any native speaker, and often in several dead languages. Similarly, knowledge of strategy, tactics and other military techniques are known so well that little is novel to them, and a ready counter to a problem is already known. The motivations, plots and plans of mortals are likewise transparent to them, and attempts to deceive a book wyrm are often not well received. Hidden in Plain Sight. A book wyrm in its natural form is an extremely rare sight, however that does not mean that book wyrms themselves are rare. With their long lifespans it is often a simple enough matter to wait for the opportunity to take on the role of a curator to a large collection of books, meaning that the majority of great libraries will have a book wyrm either working, or in ownership of it. Natural Introverts. Spending much of their time deep in study, loving every small detail they can uncover and avoiding the majority of social situations, book wyrms are very much everything that an introvert is. However, should a book wyrm recognise a kindred spirit in an individual with an obsession with books, knowledge and language to match their own, they will open up to them, almost overwhelmingly so.
Created by u/1d6Adventurers for /r/MonsteraDay Artwork by Iguanamouth. Kieran Belshaw, Kewai, and Milonas Dionisis
Notebook. Each book wyrm carries a notebook, a magical tome with no limit to the content that can be written within. Although to the book wyrm the casual notes it has taken over the course of centuries or millennia are mere curios, to a scholar it would provide a lifetime of study and revelation, if enough could be deciphered.
A Book Wyrm's Lair
Book wyrms almost always lair within libraries, the older and more diverse of content the better. Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: Books whirl about the room as though in a tornado. Each creature within 120 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 5 (1d10) bludgeoning damage and lose its reaction until the end of its next turn. One creature the dragon can see within 120 feet of it must succeed on a DC 24 Charisma saving throw or be banished to the plane of quiet places, a plane of existence reserved for the most disruptive individuals. To escape, the creature must use its action to make a Charisma check contested by the dragon’s Intelligence. If the creature wins, it escapes the plane of quiet places. Otherwise the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a book wyrm's lair is warped by the dragon's magic, which creates one or more of the following effects: Magic scripture, often in long forgotten languages, can be seen etched into terrain and objects within 6 miles of the dragon's lair. Kobolds, dragonborn and other humanoids with draconic blood find themselves able to recall ancient arcana and history they previously had no knowledge of while within 1 mile of the dragon's lair. Within its lair, the dragon can move books around at will, hiding or removing rare or forbidden tomes from harm or theft. If the dragon dies, the magic scriptures fade over the course of 1d10 days. The other effects end immediately.
Ancient Book Wyrm Gargantuan dragon, lawful neutral Armor Class 22 (natural armour) Hit Points 455 (26d20 + 182) Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
28 (+9) 10 (+0) 25 (+7) 24 (+7) 18 (+4) 23 (+6) Saving Throws Dex +7, Con +14, Wis +11, Cha +13 Skills Arcana +21, History +21, Insight +14, Perception +11, Stealth +7 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages all Challenge 24 (62,000 XP)
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Psychic Blasts (Recharge 5-6). The dragon uses one of the following psychic blasts. Mind Blast. The dragon magically emits psychic energy in a 90-foot cone. Each creature in that area must succeed on a DC 22 Intelligence saving throw or take 52 (10d8 + 7) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pacifying Blast. The dragon emits a pacifying blast in a 30-foot radius. Each creature in that area must succeed on a DC 22 Wisdom saving throw. On a failed save, the creature is silenced, can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Multiattack. The dragon can use its Frightful Prescence. It then makes three attacks: one with its bite and two with its claws.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Legendary Actions
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 22). It can innately cast the following spells, requiring no components: At will: dream, invisibility, minor illusion, silence
Actions
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes one tail attack. Spell Recall (Costs 3 Actions). The dragon attempts to recall a spell it once read about. Roll a d10, if the result is greater than the level of the spell the dragon can cast it requiring no components to do so.
Adult Book Wyrm
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Huge dragon, lawful neutral
Armor Class 19 (natural armour) Hit Points 230 (20d12 + 100) Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7) 10 (+0) 21 (+5) 22 (+6) 16 (+3) 21 (+5) Saving Throws Dex +6, Con +11, Wis +9, Cha +11 Skills Arcana +18, History +18, Insight +12, Perception +9, Stealth +7 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages all Challenge 17 (18,000 XP)
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components: At will: invisibility, minor illusion, silence
Actions Multiattack. The dragon can use its Frightful Prescence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Pacifying Blast (Recharge 5-6). The dragon emits a pacifying blast in a 20-foot radius. Each creature in that area must succeed on a DC 22 Wisdom saving throw. On a failed save, the creature is silenced, can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes one tail attack. Spell Recall (Costs 3 Actions). The dragon attempts to recall a spell it once read about. Roll a d8, if the result is greater than the level of the spell the dragon can cast it requiring no components to do so.
Young Book Wyrm
At will: minor illusion, silence
Large dragon, lawful neutral
Actions
Armor Class 18 (natural armour) Hit Points 153 (18d10 + 54) Speed 40 ft., climb 40 ft.
STR
DEX
CON
INT
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
WIS
CHA
20 (+5) 10 (+0) 17 (+3) 20 (+5) 14 (+2) 19 (+4) Saving Throws Dex +3, Con +6, Wis +5, Cha +7 Skills Arcana +11, History +11, Insight +8, Perception +5, Stealth +6 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages Common, Dragonic plus up to five other languages Challenge 7 (2,900 XP)
Innate Spellcasting. The dragon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
Book Wyrmling Medium dragon, lawful neutral
Armor Class 17 (natural armour) Hit Points 78 (12d8 + 12) Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
13 18 (+4) 12 (+1) 17 (+3) (+1)
Saving Throws Dex +2, Con +3, Wis +3, Cha +6 Skills Perception +3, Stealth +2 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Dragonic plus one other language Challenge 3 (700 XP)
Actions Multiattack. The dragon makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Pacifying Blast (Recharge 5-6). The dragon emits a pacifying blast in a 5-foot radius. Each creature in that area must succeed on a DC 14 Wisdom saving throw. On a failed save, the creature is silenced, can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Pacifying Blast (Recharge 5-6). The dragon emits a pacifying blast in a 10-foot radius. Each creature in that area must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is silenced, can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.