Siddwynd

A sail-winged, lightning-spitting lizard companion of wizards that dives on its foes, lashes them with a crackling tail, and snacks on burned-out magic items.

Setting: Birthright · Sources: Book of Magecraft

Appearance

The siddwynd (SITH-wind), dimmest of the magical beasts that bond with wizards, is often described as a long snake but is really a slender, elongated lizard with four clawed feet, toothy jaws, and a whiplike tail that sparks with energy. Its greenish brown hide blends into the landscape. Clear wings grow where its legs meet its body; they lie flat while it walks or burrows and billow out like sails in flight.

Combat

A siddwynd fights only when it or its friends are threatened. It opens by taking wing and loosing lightning bolts; twice a day while airborne it can release one, as the spell, for 6d6 damage (save vs. spell for half). Then it dives at a chosen foe, and a bite that lands at the end of the dive deals the maximum 8 points. On the ground it keeps biting and slaps with its tail for 1d12 electrical damage, plus 1d4 more against a target in metal armor or standing in water.

Believing itself unbeatable, it will fight to the death, though it may pull back if it sees humanoid companions retreating. It escapes by digging, since it feels exposed in the air and flies off only as a final option.

Habitat and Society

It is said to know many human and demihuman languages and can speak telepathically with snakes and lizards. A wizard traveling with one is protected against attacks by reptiles and snakes.

The siddwynd has no home. It appears in the legends of all five of the continent's human tribes, and in elf and dwarf lore, as a creature that loves to travel anywhere, from mountains to plains, temperate lands to the frozen north. Truly arctic ground is too much for it, though: after a day on cold earth it burrows deep to warm itself and sleep.

Ecology

Its favorite delicacies are drained magical leftovers: used-up feather tokens, empty wands, and the like. Lacking those, it eats insects and small rodents.

More: Monsters starting with S · Birthright monsters · All monsters A-Z

Statistics

Climate/TerrainAny
FrequencyMythical
OrganizationSolitary
Activity CycleAny
DietSpecial
IntelligenceHigh (13-14)
TreasureR×2,S×2,T
AlignmentLawful neutral
No. Appearing1
Armor Class-1
Movement9, Fl 18 (B), Br 6
Hit Dice13
THAC07
No. of Attacks2
Damage/Attack2d4/1d12
Special AttacksElectricity, lightning bolt
Special DefensesImmune to 1st- and 2nd-level wizard and priest spells
Magic Resistance30%
SizeL(10-12' long)
MoraleFearless (19-20)
XP Value8,000