Deathwyrm Dragons
RACE:               Deathwyrm Dragon
CLIMATE/TERRAIN:    Any ruins, mountains, Plane of Shadow,
                    Negative Material Plane and quasi-planes.
FREQUENCY:          Very rare
ORGANIZATION:       Solitary
ACTIVITY CYCLE:     Night
DIET:               Special
INTELLIGENCE:       Supra-genius (19-20)
TREASURE:           Special
ALIGNMENT:          Neutral evil
NO. APPEARING:      1
ARMOR CLASS:        -5 (base)
MOVEMENT:           18, Fl 30
HIT DICE:           16 (base)
THAC0:              7 (base)
NO. ATTACKS:        3 + special
DAMAGE/ATTACK:      1-10/1-10/3-30
SPECIAL ATTACKS:    Energy drain, breath weapon
SPECIAL DEFENCES:   Special
MAGIC RESISTANCE:   Special
SIZE:               H
MORALE:             Fanatic (18)
XP VALUE:           See below
       BODY     TAIL         BREATH   SPELLS AS A       TREASURE     XP 
AGE   LENGTH   LENGTH   AC   WEAPON  WIZARD/PRIEST  MR    TYPE      VALUE 
 1     2-8      2-6     -2   1d6+1        Nil       15%   Nil       8,000 
 2     8-22     6-16    -3   2d6+1        Nil       20%   Nil      12,000 
 3    22-36    16-26    -4   3d6+1        Nil       25%   Nil      16,000 
 4    36-46    26-36    -5   4d6+2     2nd / Nil    30%   H/2      20,000 
 5    46-58    36-46    -6   5d6+2     3rd / Nil    35%    H       22,000 
 6    58-72    46-56    -7   6d6+2     4th / Nil    40%   Hx2      25,000 
 7    72-84    56-66    -8   7d6+3     6th / 2nd    45%   Hx3      32,000 
 8    84-96    66-76    -9   8d6+3     8th / 3rd    50%   Hx4      40,000 
 9    96-110   76-86   -10   9d6+3    10th / 4th    55%   Hx5      44,000 
10   110-122   86-96   -11  10d6+4    12th / 6th    60%   Hx6      50,000 
11   122-134   96-106  -12  11d6+4    14th / 8th    65%   Hx7      60,000 
12   134-148  106-116  -13  12d6+4    16th / 10th   75%   Hx8      70,000
The dreaded deathwyrm is one of the most powerful
evil dragons in existance. It is a more powerful 
cousin of the shadow dragon, as it is larger and 
contains a far greater percentage of negative 
matter in its essance. Deathwyrms speak the 
tongue of shadow dragons, and the language of 
all evil dragons. In addition, 25% of all 
hatchlings can speak with any intelligent 
creature, an ability that increases by 5% 
per age level.

COMBAT: Deathwyrms are terrifying in combat, as 
their breath weapon and physical attacks are far 
more insidious than those of the shadow dragon. 
Older deathwyrms command armies of undead, and 
nearly all great wyrms eventually become 
dracoliches.

BREATH WEAPON: A deathwyrm's breath weapon is a 
cone of negative energy 20 feet per age level long,
and 5 feet wide per age level inflicting 1d6 per 
age level of damage, and draining 1 level per 
three age levels from all affected. A successful 
save vs. breath weapons halves the damage and level
loss.

A deathwyrm's vampiric bite, aside from physical 
damage, drains as many levels from its victim as 
the breath weapon, except that no save is permitted
against the drain.

Both the deathwyrm's bite and claw attacks are 
vampiric (the claw is not strong enough to drain 
levels).  If the dragon has sustained damage, half 
the damage inflicted by bites, and a quarter by 
claws is transfered to the dragon as healing. All 
creatures killed by the dragons breath, bite or 
claws become undead of half their original level 
(or first level).

Deathwyrms of adult age and older radiate a 
powerful aura of negative energy that is harmful 
to living things in the long run. When a mature 
deathwyrm lairs in an area for more than 6 months, 
changes start to take place in the environment.  
For a radius of 2 miles per age level, plant life 
starts to die. The sky becomes unnaturaly dark, 
even on the brightest day. Normal animals become 
hard to find, and the territory becomes a bleak 
landscape of twisted, dead trees, hardy weeds, and 
undead, mutated or otherwise unnatural animals. It 
becomes obvious that something is horribly wrong, 
much like one finds in the terrritory of a banshee.
All plant life within a deathwyrm's fear aura withers
as the beast passes.

Negative matter attacks heal deathwyrms, and they
are immune to cold based attacks. Deathwyrms suffer 
double damage from light based attacks and save 
versus fire at -2.  Deathwyrms receive the following 
abilities as they age:

Young:         Darkness 3/day.
Juvinile:      Mirror image 3/day.
Young Adult:   Dimension door, 3/day.
Adult:         Create shadows 3/day.
Mature Adult:  Plane shift, 3/day.
Old:           Death spell, 3/day.
Very Old:      Animate dead, level at hit dice, 3/day.
Venerable:     Monster summoning VII, undead, 3/day.
Wyrm:          Control undead at will.
Great Wyrm:    Control weather 1/day as 24th level druid.


HABITAT: Deathwyrms hate light; they thrive in the
deep, inky and unnatural darkness of their lairs 
and the negative material plane. They can function 
normally in their territories, but can only 
venture further under cover of night or clouds.  
Sunlight inflicts 1d8 hp per round.

ECOLOGY: Deathwyrms are a scourge to the lands 
they inhabit, despoiling all they touch. When a 
deathwyrm flies low to the ground, all plant life 
under its foul wings withers. Needless to say, 
alchemists and necromancers can find many uses for 
a deathwyrm carcass.
Max Becherer (becherer@suna0.cs.uiuc.edu)