Albino Wyrm [Dragon-kin]

A pale, half-mad, flightless dragon of the deepest caverns that swallows prey whole, crushes armor in its tail, and breathes a rattling blast of shattering cold.

Setting: Dragon Magazine · Sources: Monstrous Compendium, 1997 Annual, Volume 4

Appearance

Gaunt and stringy, with red eyes, blotchy white scales and brownish claws, the albino wyrm is probably descended from dragons trapped long ago in the lightless caves far below the surface. Scarce prey shrank them into small, flightless stalkers of the deep underworld's lowest reaches, with filmy wings spanning only 3 to 8 feet. If they are fallen dragons, they have fallen far: despite real intelligence, most are barely sane and can scarcely string a thought together.

Combat

Its claws are feeble, good mainly for digging, but its bite is powerful. The prehensile tail can snatch up a smaller creature behind the wyrm and squeeze it for 1d8 a round, and the victim's armor must save vs. normal blow each round or be ruined. Its remorhaz-like wings serve only for courtship and threat displays, with no use in combat or flight.

Its jaws have grown as its wings withered. A bite roll 4 or more above what it needs, or a natural 20, swallows the target whole. Inside, the victim fights at -4, cannot use large or bludgeoning weapons, and if it needs air passes out in 1-4 rounds.

A telltale rattling hiss comes right before its freezing breath, which deals damage by age and shatters any object that fails an item save vs. cold. No albino wyrm has been known to cast spells or show innate magic.

Habitat and Society

They age through the same categories as dragons, but few live past young adult (category 5). Hunting outranks hoarding, so they keep only what they can carry, though they can use magic items and may wear jewelry on wingtips, claws or tail. Some drow houses are said to use them as guards, but their hunting drive makes them hard to tame or train.

Ecology

Always hungry and almost never asleep (perhaps 5% of the time), albino wyrms are nearly always met on the move. They have few natural enemies, but deep dragons loathe them as vermin, and in their frequent clashes the deep dragons almost always win.

More: Monsters starting with A · Dragon Magazine monsters · All monsters A-Z
Related: Dragon-kin · Sea Wyrm [Dragon-kin]

Statistics

Climate/Terrainthe deep underworld
FrequencyRare
OrganizationSolitary
Activity CycleAny
DietCarnivore
IntelligenceHigh (13-14)
TreasureI,U (Nil)
AlignmentNeutral evil
No. Appearing1-3
Armor Class4 base
Movement15, Br 3
Hit Dice7 base
THAC013 base
No. of Attacks3
Damage/Attack1d4/1d4/6d6
Special AttacksBreath weapon, swallow whole, tail
Special DefensesImmune to cold
Magic ResistanceVaries
SizeVaries
MoraleAverage (8-10)
XP ValueVaries
AgeBody Lgt. (')Tail Lgt. (')ACBreath WeaponMRTreas. TypeXP Value
1 Hatchling2-51-441d8+2NilNil1,400
2 Very young5-104-822d8+3NilNil3,000
3 Young10-148-1203d8+4NilU6,000
4 Juvenile14-2212-16-14d8+5NilI,U8,000
5 Young adult22-2816-25-25d8+6NilI,U11,000
6 Adult28-4025-36-36d8+710%I,U13,000
7 Mature adult40-5536-50-47d8+815%I,U15,000
8 Old55-6650-58-58d8+1020%I,U16,000
9 Very old66-8058-70-610d8+1225%I,U×218,000
10 Venerable80-8970-77-812d8+1435%I,U×219,000
11 Wyrm89-9677-90-1014d8+1645%I×2,U×3,W20,000
12 Great Wyrm96-11090-120-1318d8+2060%I×3,U×4,V,W×222,000