Netherwyrms use the same tactics as nether dragons, though they like to evaluate their prey from a distance before moving in.

Spell-Like Abilities: At will—quickened, tran-scendentff dispel magic; 3/day—quickened ethereal jaunt. Caster level equal to the netherwyrm's Hit Dice (30th level for the netherwyrm presented above).

Magic Consumption (Ex): As the nether dragon's ability, except the netherwyrm gains 2d8 temporary hit points per spell level of each absorbed spell.


Medium Outsider Hit Dice: lnitiative: Speed: Armor Class:

Base Atk/Grapple:


Full Attack:

Space/Reach: Special Attacks: Special Qualities:

Saves: Abilities:



(Demonic, Evil, Extraplanar, Lawful)

30 ft. (6 squares), fly 50 ft. (good) 22 (+2 Dex, +6 natural, +4 insight), touch 16, flat-footed 20

Claw +9 melee (1d4+3 plus poison) 2 claws +9 melee (1d4+3 plus poison), or spell +9 melee touch, or spell +8 ranged touch

Fel poison, spells, spell-like abilities Damage reduction 5/good or silver, fiendish defense, nether link, demonic traits (frightful presence DC 19), outsider traits

Cha 23

Appraise +15 (stonework items +17), Bluff+17, Concentration +11, Craft (any one stonework craft) +15, Diplomacy +21, Gather Information +15, Intimidate +19, Knowledge (the planes) +15, Profession (mining) +13, Search +15, Sense Motive +15, Spellcraft +17, Spot +13, Use Magic Device+15 (using scrolls +17)

Magical Aptitude, Negotiator, Persua-


Environment: Twisting Nether Organization: Solitary, pair, workforce (3-8), or crew (3 trackers of 13th-level, 1 leader of 15th level, and 3 adamantine stalk-ersti) Challenge Rating: 8 Treasure: Standard

Alignment: Usually lawful evil

Advancement: By character class Level Adjustment: +7

The dark-skinned humanoid would stand at least twice as tall as a normal man, were its form not unnaturally hunched over. Four abnormally large arms connect to bulbous shoulders, each hand clutching a glistening, black blade.

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