Stork looked nervously around the narrow canyon. The negotiations with the hobgoblins tribe had gone a little less well than expected, causing Stork and Vistis the Blue Mage to beat a hasty retreat. Now the sounds of some strange, sad creature could be heard. A few dislodged rocks set both of the wizard’s nerves on edge.
The song became louder and clearer. Stork strained to listen, then dropped like a sack of potatoes, fast asleep. Vistis the Blue Mage turned and saw the beast as it crept up behind him.
“Ah, Vistisssssss,” the creature hissed. It was like a thin, four legged wingless dragon. Its head both draconian and not unlike a crocodile at the same time.
“Ah, Malraxen. It has been a while, the last I remember you were selling me out to the Archmage Harghenost in Nalaj,” Vistis said.
“And now we finish this game,” Malraxen said, narrowing his wicked eyes.
Vistis the Blue Mage raised his hands, palms upward.
“Perhaps we can negotiate an alliance, of sorts,” Vistis the Blue Mage offered.
“What have you got?” the strange creature asked.
“The trail of the wizard Chalk and his companions,” Vistis the Blue Mage answered.
The woe-wyrm hesitated a moment to think this over.
“Fine, I am in, that is much too tempting to let slip,” the beast replied. The creature nudged Stork a few times, shaking its own spell from the magic-user.
No. Enc.: 1-2 (1d6)
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 4+2
Damage: 1d8 (poisonous bite) or wailing
Hoard Class: VIII
Found in lonely and desolate places, the Woe-Wyrm resembles a twelve to fifteen foot long snake with four thin limbs, and a head that looks somewhat like a cross between a dragon and a crocodile. Fiendishly clever, this strange creature is usually heard first, singing a woeful tune. All within listening range must make a Save versus Spells and Spell-like Devices or be under the spell of the Woe-Wyrm (there are two types of wailing song, one works as a Charm spell, the other as a Sleep spell, as if cast by a 4th level magic-user). Anyone resisting the beguiling song of this strange creature is safe for one day from the creature’s sad song, after which time another save must be made if the song is heard again. The creature will attack those not under their spell and then usually play with their victims as a cat plays with a mouse.
Most Woe-Wyrms, however, are also amused by sewing discord within groups of adventurers, and often take their time to wear a group down, picking off the tougher opponents first, then going after the weaker members of a party. Defeated Woe-Wyrms slink away, over rocks, up into high trees or by diving into rivers to swim away and plot their revenge. It is rumored that the Archmages of Nalaj keep these creatures as guardians and watchdogs, raising them from the egg. As the wizards of Nalaj are secretive and deadly, few know if this is true or not.