Four-armed, frog-headed worm warriors from the northern lakes who hurl boulders, constrict their foes, and crave any magic that might finally let them fly.
Ormyrr may hail from another plane. Each is a giant upright worm, mushroom-pale to dun with a purplish belly, whose brawny torso bears two pairs of arms and a fanged frog's head. Humans cannot tell them apart, though ormyrr instantly know one another's sex and tribe, probably by smell.
An ormyrr can use all four arms at once without fouling its own blows, and a single hand handles a two-handed weapon with no penalty. It slashes with long talons, flings stones up to 40 feet for 2d6 damage, or wields pairs of axes or swords, and its bite deals 2d4. It also prizes slings, weighted nets, military forks and tridents, discarding them up close to fight with four blades. Any magic items it carries are 80% likely to be weapons it uses.
If an ormyrr hits the same opponent twice in one round, the victim must make both a Strength and a Dexterity check. Failing both means the ormyrr rolls onto him and begins constricting next round for 2d6 per round, while he fights at -1 to attack and -2 to damage. He may try a Strength check each round to escape.
Ormyrr target obvious spellcasters first. Some wear necklaces of victims' skulls, the braincases holding sling stones, darts or caltrops.
These amphibians den in small lakes across the northern lands, hibernating in deep-lake mud or going to sea when it turns cold, and hunt on land up to 40 miles from home. Tribes keep apart and never fight each other.
Ormyrr are obsessed with magic despite having no talent for it at all. Above everything they dream of flight, whether by sprouting wings, breeding them into the race (matings with wyverns and similar beasts have ended in disaster), or capturing and copying enough flying magic to equip every ormyrr. Normally calm, they turn greedy and cunning when useful magic is within reach. Some even worship human gods of magic alongside their own deities, who are shown as huge winged ormyrr holding boulders aloft.
Ormyrr attack vasshari and harpies on sight. Their varied diet covers plants, birds, mammals and reptiles, but they rarely attack intelligent beings. They resist many poisons, gaining +4 on all saves against poison and venom. Curious sages have found no use for their body parts.
More: Monsters starting with O · Core Rules monsters · All monsters A-Z
| Climate/Terrain | Any nonarctic, nondry land |
|---|---|
| Frequency | Very rare |
| Organization | Tribe |
| Activity Cycle | Any |
| Diet | Omnivore |
| Intelligence | Very (11-12) |
| Treasure | R,V (Z) |
| Alignment | Lawful neutral |
| No. Appearing | 1d12 |
| Armor Class | 5 |
| Movement | 11, Sw 15 |
| Hit Dice | 7+7 |
| THAC0 | 13 |
| No. of Attacks | 5 |
| Damage/Attack | 1d4+1 (×4) or by weapon/2d4 |
| Special Attacks | Hurl rocks, constriction |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | H (up to 25' long, 10' tall) |
| Morale | Elite (13-14) |
| XP Value | 975 |