Vistis the Blue Mage regained control of his senses. He was underground somewhere. Stork was nowhere to be seen. The last thing he could recall was looking into huge, serpent-like eyes. He heard something approaching and thought he caught a faint hissing and tittering sound.
‘Not again,’ the illusionist muttered to himself and threw a half dozen shadowy creatures ahead of him to attack whatever was coming. The creature snarled and Vistis stepped forward to catch sight of the writhing creature; like a wingless dragon with a long neck, clawing and ripping at the shadow creatures.
‘You!’ the beast hissed at Vistis, yet the illusionist had another spell ready.
Bright colors flew at the crypt wyrm, colors so bright and deadly that the shadow monsters even fled the area as the colors touched the reptilian creature it roared in agony as Vistis slipped passed it and ran for an exit.
Crypt Wyrm: AC 4 [+15], HD 4 (18hp), Att 1 × claw (1d6+1) or Gaze (save vs paralysis or Charmed), THAC0 16 [+3], MV 150’ (50’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Chaotic, XP 175, NA 1 (1d4), TT V ▶ Those Charmed by a Crypt Wyrm receive 1d6 extra hit points and heal one HP/round under the creature’s protection.
Pale and ghastly, these creatures appear as wingless dragons with long, serpentine necks and snake-like heads. They move quickly in underground areas, seeking thralls to do their work for them. Those who meet the enchanted gaze of a Crypt Wyrm and cannot break free are Charmed for 48 hours and are commanded by the creature, often used as guards or to fetch things that the beast wants from a nearby area. After 48 hours if the creature does not use its Gaze weapon to re-establish a connection the thrall is then freed. These clever monsters try to avoid this and keep their thralls as long as possible.