Spellcasting. The vyrm is a 2nd-level spellcaster. Its spellcasting ability is 10 (spell save DC 10, +0 to hit with spell attacks). The vyrm has following cleric spells prepared:
Cantrips (at will): Guidance, Toll the Dead, Resistance
1st level (3 slots): Cure Wounds, Bane, Shield of Faith
Fate of Battle. Three times per day the vyrm chooses one creature they have initiated combat with or who is engaged in combat with a separate creature within sight to make a DC 14 constitution saving throw. Upon a failure if that creature is a player character or a other non player character who would take saving throws upon reaching zero hit points they lose one death saving throw. If they fail this ability three times before a long rest their health drops to 0 and they die. If one such character is reduced to 0 hit points and has failed the save for this ability 1 or 2 times they will roll as if they failed their saving throw the number of times they failed against this ability prior to rolling. If the target creature would not normally take death saving throws upon reaching 0 hit points their health is immediately reduced to 0 upon a single fail.
Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 7 (1d6+ 4) piercing damage. If hit, the creature must take a constitution saving throw DC 13, on a fail they take 1d6 poison damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 7 (1d6 + 4) piercing damage.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The vyrm are the warrior women who weave the fate of battles with the corpses of the fallen. They are heavily armoured in beaten and battered armour, usually their helms will have a visor that covers their face, but if the helm were to be missing or for the vyrm's visor not to cover her face adequately she would appear as gaunt and sickly. The vyrm also have a pair of mottled grey wings and long golden blonde hair which serves in contrast to its otherwise dull and battered appearance.
A vyrm is created when a angel dies in battle on the material realm. Instead of their souls traveling back to Mount Celestia they are forced to enter the nearest suitable vessel for the angel's soul this will always be the body of a devout woman. Usually a recently deceased corpse will be chosen for the dead angel's soul to inhabit but sometimes a corpse can not be found. In this case a living woman will be chosen and the angel's soul will be for forced to co inhabit a body with the soul of the mortal woman. This can often create strange malformations in the vyrm and a constant battle of wills between the mortal and angel, creating conflicting actions, motives, and personalities.
Vyrm are generally seen just before or just after battles. Both before and after battles the vyrm are always seen weaving the hair, skin, and intestines of the soon to be or the recently departed into grim tapestries portraying the battles they died in. While weaving the fractured minds of the vyrm will sing of other wars or battle in the near future or of the brutality and heroics of the battle they currently are present at. When newly formed they are likely very hostile however after some time they prefer to avoid mortals. Much preferring to see them kill each other then to engage in combat themselves, however some vyrms may still feel a need for bloodshed.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.
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