The two elves raced to the huge double doors, just ahead of the paladin and his retinue.
“Halt! You cannot break the seal on that door, those doors have stood closed for nearly three centuries!” the holy knight shouted.
The elf Balefor drew a wicked looking ax and turned the head around, pounding on the door’s magical seal while his companion, Falwin, held the paladin and his followers at bay with a vicious looking spear.
The ax broke the seal as Balefor and Falwin each grabbed a heavy ring on the door and pulled. The paladin’s eyes widened as dozens of dark charcoal serpentine shapes rushed forward.
“I weep for this world,” the paladin said as he drew his sword in a futile act of defiance against evil. The smoke wyrms killed the knight and his party before rushing off into the twilight, ignoring the two elves who had freed them as the latter hid behind the doors that they had opened.
No. Enc.: 1 (1d4)
Movement: 120′ (40′)
Armor Class: 5
Hit Dice: 6+3
Attacks: 3 or 1
Damage: 1d4/1d4/1d8 (claw/claw/bite) or 2d8 (breath weapon)
Hoard Class: XV
Smoke Wyrm 40′ long, 30′ wide, cloud, smoke
Spells: 1st (3), 2nd (2), 3rd (1), cast as a 5th level Magic-user.
Sleek and sinewy, Smoke Wyrms appear as charcoal gray wingless dragons with very long paws and talons and sinister faces full of sharp teeth. Quite intelligent, Smoke Wyrms keep out of the way of dragons, giants and other large and dangerous creatures, preferring to slink around abandoned ruins and other desolate places.
In combat each Smoke Wyrm knows a few spells, but its most devastating attack is its smoky breath weapon, which, of course, the Smoke Wyrm itself is immune to. Any caught in the 40′ long by 30′ wide cloud of oily black smoke must immediately leave the area or begin suffocating. Visibility in this magical smoke is 1′ and one Constitution point per combat round is lost to any creature that needs to breathe air (obviously creatures like constructs and the undead are immune) while within the smoke. The quick-witted villains often think of ingenious ways of trapping their foes by using their breath weapon near precipices, swift flowing water or other hazards.