Notes |
Water Wyrds are vulnerable to Cold and Protection from Evil
Water wyrds are serpent-like entities that originate
from the Elemental Plane of Water and, when
submerged, they are effectively invisible. They form
from an existing source of water in 2 Rounds and
strike at any opponent within 10 feet of the water’s
edge. Those struck must succeed at an Endurance
Resistance roll or become paralyzed and pulled into
the water and drowned. A paralyzed victim cannot
catch a breath of air before being pulled in. See
Asphyxiation, Drowning, and Suffocation on page 71
of Mythras.
Crushing weapons and bites do normal damage to
water wyrds, assuming they get past the creature’s
elemental protection. Bladed weapons and sharp
attacks such as claws do only 1 point of damage after
armor. Cold-based attacks reduce its Movement Rate
by half and Action Points by 1 for 1d3+1 Rounds. All
other forms of attack, including piercing, do no damage.
Reducing a water wyrd to 0 Hit Points disrupts it,
causing it to lose its form and spill out onto the
ground. If in a body of water at the time, it reforms
once again with full Hit Points after 2 Rounds.
Otherwise, it is destroyed. A reformed water wyrd
that was previously slowed from cold loses any
negative effects.
When encountered on the prime material plane,
this is typically the result of a summons by evil magic
users, who often use them to guard themselves or
their belongings. Water wyrds may take over and
control a water elemental with a successful contest of
Willpower |